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If the referee or any official of SMBV witnesses any acts of tackling, elbowing, cheap shots, illegal blocking, or any unsportsmanlike conduct, the game will be stopped and the player can be ejected from the game. Foul play and any unnecessary roughness will not be tolerated. Fighting will not be tolerated. Fighting will be an automatic ejection from the game and possibly from the league for the remainder of the season. Trash talking is illegal. Officials have the right to determine language that is offensive to opposing players, spectators or officials. Referees can eject players for trash talking.
- First team unsportsmanlike penalty yardage + player sits out for one possession
- Second one: yardage plus the guilty player is ejected.
- Third one will result in a forfeit.
You must have a minimum of 6 players to start and finish a game. In coed play there must be a minimum of 2 women on the field at all times. Ten minutes after scheduled game time is forfeit time. If you do not meet the minimum number of players at that time your team must forfeit.
- All players must be over 18 years of age.
- All players must have signed an SMBV waiver/roster form to be eligible to play.
Flags and belts will be provided by SMBV. Please place belts back in container provided on your bench. Velcro on the belt will be facing out at all times.
Game footballs will be provided by SMBV. Practice balls can be checked out at the bar. Cleats are not allowed. Players may wear soft sole tennis shoes, socks, or play barefoot. No hard football pads may be worn. Shirts must be tucked in. If shirts are not tucked in, the first instance will be a warning, any subsequent occurrences will result in a time-out being charged. Shirts not tucked in have slowed play in the past and we will not wait for it this year. All caps must be worn backwards. Mouthpieces are recommended.
Home team will be listed first on the schedule, will call the coin toss and must wear white or light colored shirts. Visitors must wear darker or black shirts. No need to match exactly, just white and dark.
The standings will be determined as follows:
- Won-loss record
- Head to head record between tied teams
The team winning the coin toss can:
- Defer choice to second half
- Receive
- Take direction
- Kickoff (the kickoff is a throw from your own goal line)
It is possible to receive the ball at the start of both halves.
The length of the game is 40 minutes, two halves of 20 minutes each. The clock will run continuously for the entire first half and first 18 minutes of the second half (except for timeouts). The clock will stop during the final 2 minutes when; a) the ball carrier steps out of bounds, b) there is an incomplete pass, c) a change in ball possession, d) a score is achieved or, e) the referees deems is necessary. The clock will restart on the snap of the ball. Quick spikes to stop the clock are legal if the snap is not shot-gunned. Halftime will be five minutes.
A 20 second play clock will start once the ball is placed on the line of scrimmage and the down is called out by the official. Teams will receive one warning before a delay of game penalty is enforced. This rule will be followed closely in order to keep the games moving. The referee will say “10 seconds” then “5 seconds” as a warning.
The ball is spotted where the ball carriers flags are at the time it is pulled or when a knee or the ball touches the sand. It is not spotted where the ball is. Both ball & flags must break the plane for a 1st down or a touchdown. There is no diving to advance the ball. Spot will be where the dive originated.
No contact other than blocking with arms behind the back, no elbows out. Females can block with their arms crossed over their chest. If there is not enough room for a blitzing player to get between offensive lineman, then they must go around.
Must be balanced (Tackle-Center-Tackle) no more than two feet apart and on the line. These three lineman must stay on the line until three seconds have passed, the pass is released or leaves the pocket, or the defense blitzes.
Ball can be snapped between the centers legs or from the side of the center.
Due to the sand, the center can hold the ball off the ground above the line of scrimmage provided it is held steady up until the snap.Offensive linemen are eligible to catch passes only after a) the 3 second count, b) the QB leaves the pocket, or c) the defense uses a blitz.
If a ball carrier or receiver dives to make a catch or falls down the ball is dead at the point where the knee, hand or ball touches the ground. A player who takes a hand-off can throw the ball as long as he/she does not pass the line of scrimmage. The ball carrier/receiver cannot: a) flag guard with their hands or ball, b) run directly into a defender or c) dive to advance the ball.
The receiver must have one foot in bounds for a legal reception. If a player steps out of bounds he/she cannot re-enter play as an eligible ball carrier/receiver.
The offense can only throw one forward pass per play. Ball must be snapped to the QB or another back that is in the pocket (within the tackles). Intentional grounding is legal if the QB is out of the pocket. Quick-spikes to stop the clock are legal only if the snap is not shot-gunned (QB must be under center).
The pocket is the area between the outside shoulders of the tackles. If the QB leaves the pocket, the defense can rush without being charged with a blitz.
Play is ruled dead when a) the offensive player’s flag is pulled, b)the ball carrier steps out of bounds, c) a touchdown is scored, d) the ball carrier’s knee, hand or the ball hits the ground or e) the ball carrier’s flag falls off. If a receiver’s flag falls off during his route, the play is dead at point of reception.
The defense must have three players on the line of scrimmage. They can be spread out any distance apart as long as they are on the line. Fake blitzes are not allowed. Defensive lineman must keep their feet still until the rush begins or the ball leaves the pocket.
The rush count is three seconds. The referee on the line or the defense will count out loud. When the word three is spoken, the defensive team may rush any and all of their players The defensive team will have one blitz every time a first down is achieved. If on a blitz a bad snap hits the ground before reaching the QB, the defense will be charged with a blitz.
The blitz cannot be used on punts. If the QB leaves the pocket or an offensive lineman releases his/her position, the count will stop and the defense can rush.
The defense cannot hand check the receiver at any time. Any contact with hands, elbows, or arms by offense or defense will be a penalty and be strictly enforced. Any interceptions in the end zone are dead balls. The defensive team will start at the twenty-yard line. Any other interception can be returned.
All post-snap penalties that are called by the referee may be declined. On penalties called within 10 yards of the goal, the ball is placed ½ the distance to the goal line. Games cannot end on a defensive penalty, unless the offense declines the penalty.
All defensive penalties if accepted are 10 yards from the line of scrimmage and the down is replayed. The only exception being pass interference, which will be spotted at the place the infraction occurred. Some examples:
- Offsides
- Interference
- Illegal Contact (holding, elbows, chucks, forcing through two lineman)
- Illegal Flag Pull (before the receiver has the ball)
All offensive penalties are 10 yards from the line of scrimmage and the down is replayed. Some examples:
- Offensive Pass Interference
- Flag guarding
- Delay of game
6 Points for a touchdown, 1 point for conversions that start from the 5 yard line, 2 points for conversions that start at the 10 yard line. Offense chooses.
Punts must be declared as such. During a punt everyone remains on the line except the punter and the single return man. The punter holds the ball (no snap) then throws ball instead of kicking it. When the ball is released, the linemen can also release. Punts must land within the field of play. If a punt lands out of bounds, it will be come back from the point it went out to the next closest first down marker.
Tie games at the end of regulation will be decided in a shoot out format. A coin flip will determine who goes first. Each team will take possession at the 20-yard line (referee’s choice of which side) Each team will be given four downs in which to score a touchdown. After scoring, conversions are attempted as usual. If at the end of the first overtime the score remains tied, each team will be given another series of downs alternating who goes first from the 20-yard line until a winner is declared.
Each team will have three timeouts total. Only two timeouts per half can be used, with one floating timeout. If you do not use one in the first half, you lose it and will have two left for second half play. The play clock will start no more than one minute after the timeout is called.
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