2010 INDOOR RULES

NOMTFA INDOOR FOOTBALL RULES 2010

Rules

General:

  • PLAYERS MUST BE REGISTERED WITH SIGNED WAIVERS PRIOR TO PLAYING ANY GAMES.
  • 5 teams of 12 players will play 12-16 games each, plus a 2-game play-off without consolation games.
  • 6 players aside (includes quarterback) but teams may start game with 5 players.
  • Substitutions can be made at any break in the game or between plays.
  • 50-minute game running time (two x 23 minute halves + 5 plays each half).
  • One 30-second timeout per team per half; which will stop the running game clock.
  • One hand touch only.
  • Only turf and running shoes may be worn. NO SPIKES OR CLEATS.
  • All team players must have matching base uniforms.
  • All uniforms must be numbered.

 

Mechanics of the game:

  • 4 downs for the field must complete all four downs (no kicking/punting plays).
  • Ball possession starts on 5-yard line in place of kickoffs.
  • Any player who receives the ball in the backfield through a snap, a hand-off or lateral pass is considered to be a quarterback and can scramble but cannot cross the line of scrimmage. If this player crosses the line of scrimmage, play is whistled dead and loss of down.
  • 1 foot inbound on all catches = completion.
  • DEFLECTIONS or TIPPED BALLS, which are caught, are dead at point of deflection ONLY in those situations where the pass is tipped by one offensive player and then caught by a different offensive player. In all other situations, DEFLECTIONS or TIPPED BALLS are live and can be advanced, e.g. offensive player tips to defensive player, defensive player tips to offensive player or defensive player tips to defensive player.
  • Fumbled balls are dead balls.
  • Fumbled after reception, ball is dead at the place of fumble.
  • Fumbled snap to QB - ball is LIVE. (Note Change)
  • Any diving with the ball to avoid a touch will be placed at the spot of the dive.
  • Any lowering of the head to avoid a touch will result in a dead ball at the spot of the lowering.
  • If an offensive player is pushed out of bounds, player is still eligible. If player goes out of bounds on his/her own player is ineligible for catch or play = loss of down if caught by ineligible player.
  • Rear end zone line is not LIVE (in play) unless resulting in a catch play.
  • If ball hits ceiling, dead ball and loss of down.
  • Each team is responsible to pick up own ball, if delay in retrieving ball 20-second count will commence.

 

Rushing:

  • 2 loud steamboats (counted by referee)
  • Once 2 steamboats are counted, rusher may cross the line of scrimmage and other defensive players may join in the rush.
  • Steamboats count begins once the ball is lifted off the ground by center, regardless if quarterback calls hut.
  • Rusher lines up 1 yard on either side of bag and 1 yard back of line of scrimmage.
  • Rusher cannot advance until 2 steamboats have been called. But can move from side to side with QB.
  • Offside by the rusher occurs when any part of the body is over the line of scrimmage before the 2 steamboats are finished.

 

Scoring:

  • 6 points for a touchdown.
  • 1-point (from 5 yards out) or 2-point (from 10-yards out) converts. Converts must be another play, but does not count as a play in the last 5 plays of a half.
  • 2 points for a safety. (Tag or ball lands in end zone or through end zone).
  • Game is deemed over when a team is winning by 40 points or more with 2 minutes left in the game.
  • If a team is winning by 21 points or more at the end of the second half the last 5 plays will not be played.
  • When determining ranking in the standings, plus/minus will only apply after head/head has been applied or if teams did not play each other.

 

Penalties:

  • Taunting - There will be no taunting of opposing players = 5 yard penalty.
  • Spiking - Any spiking of the ball at any time = 5 yard penalty. If spiking occurs after a touchdown the offending team will be penalized 5 yards on the convert.
  • Delay of game = 5 yard penalty loss of down.
  • Defensive holding = down over and 5 yard penalty.
  • Offensive holding = loss of down and 5 yard penalty.
  • When player with the ball is running with the ball, team members cannot interfere with play, no hand blocking or impeding allowed. Infraction = dead ball at place of infraction... no loss of down.
  • Catchable Balls:                    Defense = pass interference at the spot of the foul and repeat down.

Offence = 5 yard penalty and loss of down.

  • Non-Catchable Balls:           Defense 5-yard penalty and repeat down.

Offense 5-yard penalty and loss of down.

  • 2ND RIGHT TO THE BALL: Any player has second right to a ball after being tipped or deflected.
  • A player who interferes with another player, i.e. grabs hands or in someway prevents a player from catching a tipped or deflected ball is guilty of Pass Interference when the ball remains catchable.
  • Aggressive hand or body contact either before or after a reception (co-incidental contact allowed, both players going for the ball) = 15 yards down over and completed yards.
  • Aggressive Pushing out of bounds = 15 yards down over and completed yards.
  • In the END ZONE, any defensive rough play toward the intended receiver, or flag against the defender covering the intended receiver, is an automatic touchdown or convert.
  • In the END ZONE, any offensive rough play is a loss of down & 5-yard penalty or loss of attempt at convert.
  • Any additional rough play or roughness not mentioned above is at the discretion of the official. Offending player(s) will be cautioned and/or removed from the game and/or face possible suspension.
  • FIGHTING. Any person(s) fighting, automatic game ejection and banishment from the league.
  • TACKLE = GAME EJECTION AND 15 YARD PENALTY
  • No swearing/threatening at officials or opposing players = loss of down + series ejection and/or game ejection + 15 yard penalty.
  • ANY PERSON STRIKING DIRECTLY OR INDIRECTLY or THREATENING A REFEREE OR EXECUTIVE OFFICIAL OF THE LEAGUE WILL BE SUSPENDED FROM THE LEAGUE INDEFINITELY.
  • Team captains have the right to remove a player on his team from the field of play due to poor conduct or unsportsmanlike behavior. Refusal of the player to leave will result in an automatic league suspension.
  • If any player does not play a minimum of 50% of the game, the team in question shall suffer a forfeit and the opposing team will earn a win.
  • A breach of any of the above deemed to be aggressive by an official, can be followed up by game ejection of the player(s) or team from the game and/or banishment from the league.
 

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