規則
II. PENALTIES
After a penalty is called, only the captains may discuss it with the referees.
1. Ineligible ball carrier- 5 yards, replay the down
2. Screening, blocking or running with the ball -5 yards and loss of down
3. Ineligible player- Forfeit
4. Too many players- 5 yards, replay the down
5. Delay of game- 5 yards, replay the down
6. Defensive encroachment/ Off-sides- 5 yards, replay the down
7. Offensive offside / false start -5 yards from line of scrimmage, replay down.
8. Illegal offensive blocking (active blocking at line of scrimmage) - 15 yards, loss of down
9. Illegal forward pass (Any pass received or lands behind the line of scrimmage or throwing a pass after crossing the line of
scrimmage) -5 yards from line of scrimmage and loss of down
10. Offensive downfield contact- 10 yards, loss of down
11. Defensive unnecessary roughness- play at spot of foul, automatic 1st down
12. Defensive Rushing penalty (inside the 7 yds.) - 5 yards, replay down
13. Ineligible receiver- 5 yards, replay the down
14. Stripping the ball- 5 yards, from the spot of the foul
15. Offensive Pass interference- 15 yards, loss of down
16. Defensive pass interference- 15 yards, from the line of scrimmage or spot of foul*,
automatic 1st down
17. Flag guarding- 5 yards, from the spot of the foul
18. Holding - 5 yards, from end of run
19. Illegal contact/pushing/tackling- 15 yards, from spot or from the line of scrimmage*
20. Impeding the rusher (7 SQ yards centered on the ball, in a direct line to the QB)-5 yards
from line of scrimmage and loss of down
21. Unsportsmanlike Conduct- 15 yards, possible ejection from the game.
22. Offsetting penalties
● If offsetting fouls occur during a down while the ball is ready for play, that down shall be
repeated
● If each team foul during a down in which there is a change of team possession, the team
gaining possession may return the ball, providing its foul was not prior to the final change of
possession and it declined that penalty for its opponent’s foul ***Penalty is decided based on
greater advantage to the team receiving yards.
Note: If the spot foul brings the ball back behind a line to gain crossed on the play, line to gain
will be forfeited.
III. EQUIPMENT
1. FLAGS: Each player on the field (7 offensive and 7 defensive) will have official NH
Urban Sports Football Flag Belt with 2 flags provided by the league. The wearing of any type
Flag other than those provided by the league is strictly prohibited unless approved by officials.
All flags will be worn at the waist and one on each side. The flag belt itself must be worn over
your shirt and snug around the waist to eliminate being turned partially around the waist during
an attempted de-flagging. If a player’s flag falls off, he is still live until which time he is touched
with at least one hand, or the other flag is pulled. Failure to start a play wearing a belt and
becoming a ball carrier will result in a penalty for ineligible ball carrier. The penalty is 5 yards
and replay of down.
2. PROTECTIVE EQUIPMENT: The use of any unyielding hard substances on the hand, wrist,
forearm or elbow, no matter how covered or padded, will not be permitted. Padded knee braces
or any soft protective pad is permissible.
3. THE FOOTBALL: Teams can either play with their regulation size ball or with the ball
offered by the league. Specialty balls must be approved by league officials
IV. COIN TOSS
1. The start of the game begins with the official Rock, Paper, Scissors match (one and
done.) Winner receives the choice of offense or defense or selection of which side they would
like to start on.
V. BALL IN PLAY and KICKOFFS
1. The beginning of each half will start at the offensive team’s own 5 yard line. Play
shall begin 1st down and “Line to Gain”. After each score or PAT, the ball shall be put into play
by placing the ball on the 5 yd line of the offensive team. Play shall begin 1st down and “Line to
Gain”. There are no kickoffs.
VI. PLAYER ELIGIBILITY
1. Players must be 18 years of age or older to participate (unless parent approves).
2. Eligible players are those players who are registered for the league and on the team roster.
3. All eligible players must wear their league T-shirt issued for that current season or same
colored uniforms.
4. At all times the responsibility of player eligibility will rest with the Team Captain.
5. It is up to Team Captains to play ALL of their players. Please do not hold players out of a
game. Remember the purpose of the league.
6. If a Team Captain KNOWINGLY sneaks an ineligible player into a game at any time, the
game played with the ineligible player will automatically be forfeited. If this violation occurs
during the playoffs, the team is automatically disqualified from continuing postseason play.
7. Per NH Urban Sport policy “SUBS” are allowed within the league and if approved by all
parties. All players must be on your roster in order to be eligible to play otherwise.
VII. PLAYER INJURIES
1. Injured players, who require a Referee timeout in order to be administered to, must leave the
playing field (assisted or unassisted) as soon as they are able. They may NOT return to the
playing field until after the completion of the next play from scrimmage. Note: If a player’s
injury does not require Referee or immediate medical attention the player is free to make his or
her own choice on whether to leave the playing field.
2. Any player who is bleeding MUST leave the playing field immediately. A bleeding player
may not return to the playing field until their bleeding has been stopped, is under control, and is
securely covered by a bandage, gauze, or other applicable medical covering.
3. If the Coordinator or a Head Ref fears a player may have sustained a concussion, they have the
power to remove the player from the game. If a removed player from the game returns without
permission from the Coordinator of the league, their actions will result in a forfeit of the game.
VIII.PLAYER EJECTION
1. Players receiving a Rough Play or Cursing game penalty will be issued an ejection
warning.
o Ejected player(s) must completely leave the field and parking area.
o Any player ejected for fighting is ineligible for 1 game and if again then the remainder
of the season.
IX. FORFEITS
1. Teams have 10 minutes past the scheduled start time to field a legal team.
Shorthanded teams may play a legal game with 5 players. At the end of the “coin toss”, the
Head Ref will sound an initial game-time warning whistle and announce “Captains, take the
field.” The game clock starts 2 minutes immediately following the warning whistle.
2. At the end of the 2-minute game-time warning, the Referee will sound the “Play Ball”
whistle.
3. Any team not ready to field a minimum team at the sound of the “Play Ball” whistle will
automatically forfeit said game.
4. Opposing captains ARE NOT allowed to override a forfeit.However, may play a game
with time allotted.
5. All forfeits will be recorded as a 28-0 score.
6. Forfeited games will not negatively affect the post-season eligibility of any teams that win
by forfeit.
X. PLAYER PROTESTS
1. All player protests must be handled by the Team Captain and must be directed to the
Head Ref immediately following the play in question. Once the next play begins by the
center snap of the offensive team, a protest option is forfeited.
XI. UNIFORMS
1. All players must wear the officially issued NH Urban Sport T-shirt for the current
season and league or like colors.
2. No article of clothing may cover any portion of a player’s flag.
3. All players must wear shoes. Removable metal cleats, track spikes, or any shoes that
have steel or metal tips are prohibited.
XII.SUBSTITUTIONS
1. No incoming substitutions shall be made on the field when the ball is in play.
2. Substitutions must be made on the same sideline the entire game.
3. If the offensive team makes a substitution, they must allow the defense time to make their
substitution (refs must hold play until all substitutions are completed). Any other defensive
subs are the risk of the defense and must be completed prior to the snap of the ball. Too many
players on the field results in 5 yard penalty and a replay of the down.
XIII.LENGTH OF GAMES
1. Games are played in two 22-minute halves with one 3-minute half-time break.
2. The 2 minute warning will be whistled by the line referee at the last 2 minutes of each half.
The clock will stop in the first only at the two minute warning.
3. The clock may also stop for timeouts and injuries in the first half.
4. In the last 2 minutes of the 2nd half, the clock will stop on all dead balls, incompletions, and
out of bounds.
5. If a team is losing by 21 or more points at any point in the game, the clock doesn’t
stop, unless the score margin returns to 20 points or less.
6. The Team Captain or QB may request the amount of time left in the game from the
referees at any time.
XIV. TIME OUTS
1. Each team will be given two timeouts per half. Unused timeouts do NOT carry over to
the next half.
2. If a team declares a PAT choice and then changes their mind, they must use a
timeout to change the decision.
3. If a team has no timeouts remaining, the original PAT decision stands.
XV. HALFTIME
1. Halftime will last a maximum of 3 minutes. Halftime may be reduced to less than 3
minutes if agreed upon by both teams.
XVI. HUDDLE
. After the referee marks the ball “ready for play”, the offense will have 25 seconds to put
the ball into play or else be penalized 5 yards for delay of game.
2. It is not necessary for a team to huddle before play begins.
3. Audible or predetermined plays may be used without huddling.
4. During an ‘audible’ or ‘no huddle offense’ situation, if substitutions are made by the
offense, the defense must also be allowed to substitute.
XVII. MOTION
1. Only one player at a time is allowed in motion. The movements of the ‘in motion’
player must be parallel OR away from the line of scrimmage. At the center snap, the “in
motion” player must be still in a continuous motion running parallel to OR away from the
line of scrimmage..
2. Encroachment (off-sides) shall be called when either the defense or offense is guilty of
passing over the line of scrimmage before the ball is snapped.
3. A false movement of the football by the center shall constitute offensive
encroachment.
4. Encroachment is a dead ball foul. The play shall be immediately whistled dead before play
begins and 5 yards shall be marked off against the encroaching team, repeat down. Note -
The opposing team may choose to decline the penalty.
XVIII. FIRST DOWNS
1. Four downs shall be allowed in which to advance the football into the next zone. Four
downs to mid field then 4 more downs to the endzone. There is no punting. The zone shall
be considered exacted when any part of the ball carrier's hips or one flag touches or is
advanced farther than the line marking the next zone or, in this case, the “line-to- gain”. In
the case of the end zone the ball must cross the goal line prior to the player being downed.
2. The “line-to-gain” refers to the next zone line the offense must advance the football to
or past in order to gain a 1st down. If after four consecutive downs a team has failed to
advance the ball into the next zone, possession shall go to the defense at their team’s own 5
yard line. Play shall begin 1st down and “Line to Gain”.
XIX. LINE PLAY
1. Any number of players may be on the offensive or defensive line of scrimmage at the
moment the ball is snapped.
2. Players rushing may not be directly over the center at the start of play.
Rusher must line up 1 yards on either side of the center line.
3. All other players must be at least 1 yard off the line of scrimmage.
XX.SCREENING/RUSH
1. NO screen blocking is permitted. Screen blocking is defined as obstructing the
rusher’s path to the QB or ball carrier.
2. Hooking the rusher with knees, elbows, shoulders, hips or head is PROHIBITED.
3. Leaning into a rusher is PROHIBITED.
4. Although the above method of cuts down on excessive contact by the
rusher, it nevertheless places the rusher in a very vulnerable position: therefore, the main
responsibility of avoiding contact rest with the rusher.
10. Any offensive screening penalty will be a 10 yard penalty with loss of down.
XXI. DOWNFIELD
“PICK”/SCREENING
1. Downfield “picks” are not allowed. Downfield picks are defined when an offensive
a player downfield intentionally forces contact with a defender for the purpose of causing
separation from another player.
2. Downfield screens are legal. A downfield screen is defined when an offensive player
sets themselves in a spot downfield in the screening stance. Once their feet are set and
position has been established for 3 seconds another offensive player may run past. The
screener may not move at all. If the offensive player’s screen does not fulfill the 3 second
window or forces contact, an illegal screen penalty shall be called
○ Penalty on the offense: 15 yards and a loss of a down
○ Penalty on the defense: 10 yards from the spot and an automatic 1st down.
XXII. RUSHER
1. Rusher must rush with hands below shoulders until they pass and are free of any Screeners,
are able to pull the ball carrier's flag, or block a forward pass.
2. The rusher is not required to rush with his/her hands below their shoulder.
3. The rusher may not run over the center.
4. The rusher may not pull the center toward him or push the center away from him.
5. If the rusher touches the QB’s head, Arms or lower body in his attempt to block a pass, a
penalty will be called.
6. Roughing the passer will be called when the rusher, while attempting to deflag the QB or
block a pass, lets his momentum carry him into the passer.
7. Rushers or defenders may NOT have any contact with the passer while he is passing.
8. Rushers may NOT hit the QB’s passing arm.
9. The defensive team may rush as many players as it chooses.
10. Any defensive rushing penalty will be a 5 yard automatic 1st down.
XXIII. BLOCKING
1. No blocking is allowed. This includes downfield “blocking” during an offensive play; an
interference penalty (10 yards from the spot of the foul) will be called on any offensive player
moving along with the ball carrier.
2. No contact is allowed at the line of scrimmage or downfield by any defensive player
guarding a receiver (hand checking or bump and run). All players must try to avoid contact.
Offensive players may run behind the player with the ball to receive a lateral, but not in front or
parallel.
XXIV. LATERALS
1. A lateral is any pass thrown overhand or underhand away from the direction of the
advancement of the team in possession.
2. There is NO limit to the number of laterals allowed during the play of a down.
3. Shovel or push passes must be made from behind the line of scrimmage only. The receiver of a
shovel or push pass must be on the other side of the line of scrimmage when receiving the ball.
XXV. RUNNING
1. Teams may handoff, pitch, or backward toss the football.
2. Multiple handoffs are allowed behind the line of scrimmage.
3. A forward pitch is considered a forward pass.
4. A player receiving a forward pass cannot pitch or hand it off forward.
5. The “no run” zone is located 5 yards before the end zone.
6. There is a "no run" Zone located 5 yards before the mid field line on either side of the cones.
7. The ball carrier must make reasonable attempt to avoid contact with defenders – any
attempt to charge or run through a defender will be issued a “charging” foul.
8. Charging fouls are a loss of 10 yards from the spot of the foul.
XXVI. PASS RECEPTION
1. All players on both teams are eligible pass receivers.
2. If a receiver comes down with one foot in bounds and one foot out of bounds
simultaneously, the pass is incomplete.
3. Receivers become ineligible receivers when they step out of bounds then come back
in without having been forced out by a defender. Receivers are still eligible if forced out of
bounds by a defender.
4. Receivers become ineligible receivers when they step out of bounds then come back in
bounds after having been forced out of bounds by a member of their own team.
5. A defender who runs out of bounds and then returns in bounds without having been
forced out of bounds by a member of the opposing team, is ineligible to intercept a pass or
lateral thrown by the offense.
6. Ineligible receiver is a 5 yard penalty with replay of down.
XXVII. PASS
INTERFERENCE
1. This rule applies to any forward pass made from behind the line of scrimmage, and
applies to both offensive and defensive players. Pass interference will be called when, after
a pass is in the air, either the receiver or defender touches the opponent before one of them
touches the ball.
2. Stripping of the ball once a reception has been made will NOT be allowed. Control must
be established.
3. Stripping the ball will result in a 10 yard unsportsmanlike conduct penalty.
4. Any contact that occurs after the pass is touched (excluding receiver stripping) and
either complete or incomplete, must be judged by the referee as:
● Non-contact caused by both players “playing the ball”
● Intentional or avoidable contact
5. Penalty shall be 1st down at point of infraction or 10 yards from the line of scrimmage
(whichever is greater).
6. Defensive pass interference plays which occur on the playing field during the
“regulation play period” and “tie breaker period” and are accepted shall be marked as an
automatic 1st down at the point of infraction or 10 yards from the line of scrimmage,
whichever is greater.
7. Defensive pass interference, which occurs on the playing field during “PAT”, will
result in the ball being placed on one yard line with the PAT run again.
8. Defensive pass interference which occurs in the end zone during “regulation play
period” :
● The ball will be placed on one yard line.
● Automatic 1st down
● If on the last play of the game, the offensive team will be given the 1st down
PLUS an extra down to try and score. If the offense does not need the free down to score, it
is voided.
9. Offensive pass interference is a 15 yard penalty with a loss of down.
XXVIII. FLAGRANT
PENALTIES
1. The penalty for flagrant or excessive contact on the defense shall be 1st down at point
of infraction or 15 yards from the line of scrimmage, whichever is greater.
2. The penalty for flagrant or excessive contact on the offense shall be loss of 15 yards
from the previous spot and loss of down.
● At the discretion of the Referee the penalized player may be removed from the
game.
XXIX. DE-FLAGGING and DEFENDERS
1. The ball carrier will be ruled down when:
● A flag is detached from his/her belt
● When a player is touched with one hand or two after his/her flag(s) have fallen off
or have been pulled off prematurely by a defender.
● The ball touches the ground
● One knee touches the ground
2. If the QB’s flag is pulled while in a ‘forward throwing’ motion, the pass is live.
3. If the QB is legally de-flagged (while passing the football) and later in the play
receives the ball back, he shall be considered down where he is touched.
4. If a ball carrier hits a defensive player's hand reaching for a flag, intentionally OR
unintentionally preventing them from grabbing the flag they will be called for flag guarding.
It is on the runner to make sure their hands are not covering the flags while running,
5. Flag guarding is a 5 yard penalty from the spot of the foul and a loss of down.
XXX. DEFENDERS
1. A defensive player may pull the receiver’s or ball carrier's flag as soon as the ball is
touched from having been thrown or handed-off from the QB.
2. If the receiver juggles the ball and subsequently completes the catch, the ball is
marked dead at the de-flagging spot.
3. When a defensive player pulls the ball carrier’s flag, he must stop and hold the flag
above his head. This shall be considered good sportsmanship if complied with, but no penalty
will result if the de-flagger fails to perform this request.
4. Grabbing the ball carrier’s clothing to the point of impeding his progress (holding)
shall be penalized 10 yards. However, a quick grab and release that does not impede the
runner is not a penalty
5. A defensive player who reaches across the body of the ball carrier to pull his flag is
responsible for any contact that is made and will be penalized accordingly.
6. A defensive player MAY leave his feet to pull the offensive player’s flag, but may NOT
make contact with the runner in doing so.
7. A defender may NOT push or knock a ball carrier out of bounds. There will be a 10
yard “illegal contact” automatic 1st down penalty assessed for this infraction.
8. If the referee deems the infraction as excessive or avoidable, a 15-yard “Excessive
Contact” penalty will be assessed and the defender is subject to game ejection.
9. If the offense occurs as a last ditch effort to prevent a score, a touchdown will be
awarded.
XXXI. TACKLING
1. Tackling Is PROHIBITED! Tackling is defined as grasping and/or encircling the body
of the ball carrier with a hand or arm, thus impeding the runner’s progress.
2. Penalty for tackling shall be 15 yards and if in the opinion of the referee, prevented a
score, appropriate points will be awarded.
3. Players will be ejected if the tackle was flagrant enough to cause injury, whether an
injury occurred or not.
XXXII. BALL
CARRIER
1. The responsibility for avoiding any and all contact rests with the ball carrier.
2. The ball carrier may not deliberately run over or drive into a defensive player.
3. The ‘stiff arm’ is illegal.
4. The ball carrier may not advance the ball by diving or sliding forward. If the ball carrier
dives or slides forward in an attempt to advance the ball, the ball is down where the
runner’s feet left the ground.
5. The ball carrier shall not protect his flags by blocking with his hand, arm or head the
opportunity of an opponent to pull or remove his flag.
6. A ball carrier may spin to avoid being de-flagged. However, the runner must maintain
control while spinning and may NOT jump or spin into a defender as a result of
uncontrolled momentum.
7. All ball carrier penalties are 5 yards from the spot of the foul and result in a loss of
down. *Point of infraction penalty
XXXIII. FUMBLES
1. When a backward pass or backward fumble hits the ground, it becomes dead at the
spot and belongs to the last team in possession. The line of scrimmage becomes the spot
where the ball hit the ground or at the in-bounds line opposite the point where the ball left
the field of play.
2. When the offense fumbles in their end zone, it results in a safety.
3. Forward or offensive fumbles which cross and hit beyond the next “line-to-gain” will
result in the ball being marked dead at the point from which it was fumbled.
4. Intentional grounding by the QB in his own end zone to avoid a sack is considered a
safety.
XXXIV. CENTER
SNAP
1. A center snap must be made between the center’s legs. The ball must remain on the ground
until the QB says go. If the ball moves or leaves the ground prior to the QB’s command this
play will result in a 5 yard false start penalty.
4. QB must be at least 1 yard behind the center to receive the snap.
XXXIX. ILLEGAL
ADVANCEMENT
1. The runner or ball carrier may NOT dive or slide forward to advance the ball. Ball is
dead at the point where the player left their feet. (See ball carrier penalty)
2. Advancement may not occur as a result of the ball being slapped, knocked, pitched,
lateralled forward, or kicked by the offense or the defense.
3. Ball will be declared dead at the point it was slapped, knocked, pitched, forward lateral,
or kicked if it was done so in the direction of that team’s advancement.
XL. PLAYER
BEHAVIOR
1. Any verbal badgering of referees by any player after the referee has asked once for
Team Captain control can result in player or players involved in the action being
ejected.
2. Any derogatory language between opposing players, after the referee has asked once
for Team Captain control, can result in player or players involved in the action being
ejected.
3. First derogatory action or language should be penalized 15 yards. Second offense
will result in the ejection of the player. Sideline players are subject to the same ejection
for abusive, obscene or badgering language to opposing players, spectators, or referees.
4. Teams should keep their sideline clear of any items and players 3 yards from the sideline
which could cause injury if a player goes out of bounds.
5. If the Team Captain of the penalized team can’t control the actions of his/her players, the
game may be forfeited per decision of Head Ref or Coordinator.
6. Profanity, fighting, or rough or injurious plays do not need warnings in order to cause the
player to be ejected.
XLI.SCORING
1. Touchdown —6 points for males 9 points for females
2. FOR a female touchdown score to count the play must be between the starting
male and female OR a female can also be a QB and throw to a male for a female
score. There must be no third party involved for the score to count as 9 points.
3. PAT — (2 points from 10 yards) (1 point from 5 yards) Any PAT attempt
intercepted by the defense and returned for a score will be worth 2 points
3. Safety —2 points
4. PAT’s will begin with the ball on the 5 or 10 yard line per team decision. After PAT, the
ball will be placed on the 5 yard line.
5. After a safety, the ball will be placed from the 5 yard line using for next possession.
6. Forfeit Game — 28-0 score.
XLII.TIE
BREAKER
1. Tiebreaker: In the event of a tie at the end of the second half an overtime period of three
minutes shall be played during which the clock shall be stopped on all whistles. If, at the end
of the overtime period, the score is still tied, the first team to score one (1) point shall be
awarded the victory (sudden death). 2. During the tiebreaker, there will be only one timeout
per team. 3. An interception terminates the offense’s chances to score.
XLIII. COED SPECIFIC
RULES
1. Under general conditions, a standard on-field coed team should consist of five men and
two women.
2. A team MUST play with a minimum of 2 players of each gender at all times.
3. There may NEVER be more than five men on the field at the same time.
4. If a team chooses, they may play a maximum of 5 females on the field at once.
5. To ensure coed participation, A male may guard a female with no penalty.
6. If a team begins a game with 7 players or less and a player is injured during the
course of the game, the Team Captain may choose to:
● Continue playing minus the injured player
● Forfeit the game entirely to the opposing team
● if the injured player is a female and her loss would cause the team to have less than 2
females on the field, the team must play down one extra male.