Offense

At the start of the game and at the beginning of the half, after a safety, or after a touchdown, the offense will begin their possession at their own 5-yard line. They will have four plays in which to advance the ball past mid-field. If they succeed, they will be given four additional plays in which to advance the ball into the end zone. After an interception, the offense will begin their possession at the point where that player went out of bounds or the flag was pulled.

Overview of Offense

ALIGNMENT OF PLAYERS AT THE SNAP

Offensive players may align themselves in anyway they choose before the snap, with the following conditions. There must be a minimum of 2 people on the line of scrimmage. Others can line up anywhere on or behind the line of scrimmage. The offense must wait until both teams have properly marked the line of scrimmage.

 

RUSHING THE QUARTERBACK

One unannounced rusher is allowed per play. Rushers must count 4 ‘STEAMBOATS’ out loud so that both teams can clearly hear. If a lateral is made, once the ball leaves the QBs hands all defensive players are eligible to rush the ball carrier. (For definition sake: The QB is the initial person the ball is snapped to, no matter where they are initially lined-up.)

SPOTTING THE BALL

The ball will be spotted at the point where the players’ hips were when their flag was pulled, or the point at which a knee, elbow or the ball touched the ground. Extending the carrier’s arms to achieve a better spot is unnecessary. If a player falls towards his own line of scrimmage while making a catch, the ball will be spotted at the hips of the possessing player.

STARTING THE PLAY

The Offense has 20 seconds from the time that the ball is spotted in which to snap the ball. Failure to snap the ball in 20 seconds is a Delay of Game (10 year penalty). The ball must be snapped to the Quarterback to be a legal play. (For definition sake: The QB is person that the ball is snapped to. No matter where they are lined-up.)

QB RUNNING

The QB may advance the ball once the defensive rusher has counted 4 ‘STEAMBOATS’ and they have crossed the line of scrimmage. In the event of the disk markers not being placed (because of a hurry up offense), running by the QB is not allowed.

 

RB RUNS/HANDOFFS

There is one allowed handoff or rush per 4 downs.

Scoring Overview (Touchdowns = 7 Points)

SAFETY

If a player carries the ball across his or her own goal line and the ball becomes dead while in their team’s possession, it is a safety. If the offensive team commits a foul in the end zone where the spot of enforcement is designated as the spot of the foul, it will be declared a safety. Safety awards the defense with 2 points and ball on their 20-yard line.

PUNTING

If a team reaches their fourth down they have the option to “punt” the ball. No FAKE PUNTS are allowed. The ball is dead where it goes out of bounds. If the ball reaches the end zone or past the end zone, it will result in a touchback. The ball will then be spotted on the 5 yard line. The ball can hit the ground once and still be live for the returning team. The kicking team cannot return the punt and must stay 5 yards away from the returner.

ACHIEVING A FIRST DOWN

The offense advances the ball past the mid-field marker in four plays or less. Upon achieving a first down, the offense will be granted a fresh set of downs in which to achieve a new first down or to score a touchdown.

 

 

SCORING AN OFFENSIVE TOUCHDOWN

An offensive touchdown is awarded when the offense advances the ball into the end zone, the ball-carrier/receivers must have one foot in as well as the ball over any part of the goal line. No point after or 2 point conversions are allowed.

FUMBLES

When a fumble occurs and the ball hits the ground, the play is dead and the ball remains in possession of the snapping team, unless it is on 4th down.

 

 

 

 

 

FORWARD PASSES AND INTERCEPTIONS

If a player is in the air attempting to catch a ball, the player must contact the ground in bounds with the ball in their possession prior to going out of bounds (one foot in with control of the ball). If members of opposing teams catch a forward pass simultaneously, they become an eligible receiver and can run back for a touchdown. All players are eligible receivers.

JUMPING AND DIVING MECHANICS

Players can jump or dive to block a pass,
receive a pass,
intercept a pass, and
pull an opponent’s flag

 

 

 

 

 

 

DIVING

Players may NOT hurdle or dive to advance the ball (5 yard penalty from the infraction and loss of down). Jumping is allowed.

 

Exception

When a player intercepts a forward pass between their five-yard line and their goal line and their momentum carries them into the end zone where the ball becomes dead, the ball will belong to the receiving team at the spot of the interception.

Offensive Penalties

CHARGING (BULL-RUSHING)

Charging (or bull-rushing) is when an offensive player (usually the ball-carrier) slams into a defensive player in an attempt to gain more yards or a touchdown. If the defensive player is set (such as in basketball), the offensive player must avoid the collision. 

(This will be called a Personal Foul and results in a 10 yard penalty and loss of down). If either player lowers their shoulder (for any reason), a 10-yard penalty will be assessed.

DELAY OF GAME

The offense has 20 seconds from the time the ball is spotted in which to run an offensive play. Failure to run a play within the allotted 20-second period will result in a 10-yard penalty from the line of scrimmage and replay of the down.

TRIP AN OPPONENT

Make contact with an opponent who is on the ground.

FALSE START

Offensive players cannot move forward or cross the line of scrimmage before the snap of the ball. A false start will result in a dead play, a 10-yard penalty and a replay of the down.

 

Any act listed below or any other act of unnecessary roughness is a personal foul and will result in a 10-yard penalty (and possible ejection, referees discretion) for infractions made by an offensive player; or 10-yards plus an automatic first down for infractions against the defense.

Personal Fouls

FIGHTING

Pretty self explanatory. You will be expelled from the league.

In addition, players shall not:

Punch, strike or make any hostile physical contact (automatic ejection)

Strip, steal, or attempt to steal the ball from a player in possession.

Trip an opponent.
Make contact with an opponent who is on the ground.

Throw the runner to the ground.

Hurdle any other player.
Contact an opponent either before or after the ball is declared dead.

Make any contact with an opponent, which is deemed unnecessary of any nature including using fists, locked hands, elbows or any part of the forearm or hand.

Deliberately drive or run into a defensive player.

Clip an opponent.

Position themselves on the shoulders of a body of a teammate or opponent to gain an advantage.

Unsportsmanlike Conduct – Can be called at the referee’s discretion in the event a player places himself or others in any danger.

SCREEN BLOCKING

Screen blocking (offense) shall take place without contact. The blocker shall have their hands and arms at their sides or behind their back. A screen blocker cannot use their hands, arms, elbows, legs or body to initiate contact. If they do use contact it will be called a Personal Foul. There is no down field blocking allowed; only blocking at or behind the line of scrimmage.

Once the ball advances beyond line of scrimmage, all offensive players besides the ball carrier must stop. In no circumstance may an offensive player run with or otherwise block, screen or impede a defensive player in pursuit of the ball.

STIFF ARMING

The use of stiff-arming is not allowed; it will be called as a Personal Foul

GUARDING THE FLAG BELT

Players shall not flag guard by using their hands, arms or the ball, to deny the opportunity for an opponent to pull or remove the flags will be called a Personal Foul.

Flag guarding shall include such things as:
Swinging the hand or arm over the flag belt to prevent an opponent from de-flagging.

Placing the ball in possession over the flag belt to prevent an opponent from de-flagging.

Lowering the shoulders in such a manner that places the arm over the flag belt to prevent an opponent from de-flagging.

Commisioner's Note

The Commission has the right to penalize individual player or entire teams for negative actions on and around the field. Penalties can be issued even if the referee didn’t issue a penalty on the field.