Post by Great Lakes on Apr 15, 2012 17:39:24 GMT -5
Table of Contents
Section 1: The Field
Section 2: The Ball
Section 3: Players and Equipment
Section 4: Game Timing
Section 5: Plays from Scrimmage
Section 6: Special Teams
Chapter 7: Fumbles, Injuries, and Penalties
Chapter 8: Definitions
Index: Past Champions
1. Playing Field
The home team is responsible for providing the field of their choice. Every coach must have their own home field. Smaller fields are no longer used.
1.2 Goal Posts
1.2.1 Miggle/Tudor goal posts are acceptable. Homemade goal posts must be to scale with the field, if the homemade goal posts are not to scale with the field they are on; they are not to be used. The home team must provide goal posts that correspond with their field.
Yard Markers and 10 yard chain
1.3.1 The home team is responsible for providing the yard markers and 10-yard chain for their field. Before a game can commence; there must be a verbal agreement between the two coaches who will be responsible for both the yard markers and the 10-yard chain.
Board Speed
1.4.1 The board speed is determined by the home team. If 2 or more players fall down consistently through the game the visiting coach can ask to have the board speed adjusted. If the home team disagrees the visiting coach can ask for a set of eyes and another coach will come by to assist with setting an acceptable speed for the board.
The Ball
2.1.1 Miggle foam and felt footballs and other balls of a similar size are allowed. Oversized (§Big Pill¨) footballs are not allowed. Any questions regarding the eligibility of a ball should be brought to the commissioners attention for review and approval.
Players and Equipment
3.1 Players
3.1.1 The following players are allowed for game play from the following recognized manufacturers:
(a) Tudor (b) Miggle (c) ITZ (d)Wellington Innovations
(e) FootballFigures.com (f) SIW (g) Chris Robinson
(h) G-Force (i) Electric Gridiron (J) ForU2Hate
(k) Megawattz (l) One2Watch
(h) Any custom pose created from any of the above figures in accordance with the provisions listed in 3.1.2 through 3.1.3 are allowed.
3.1.2 The figures mentioned in 3.1.1 can be manipulated to create custom poses providing they are not disproportional to the figure. All questionable figures will have their eligibility decided by the commissioner. Furthermore, said questionable figures will not be allowed for game play until the ruling by the commissioner is rendered.
Height restriction = Player can not be more than 3.7 cm in height
Weight restriction: Player maximum is 4.0 grams (including base)
3.1.2.1 Custom pose figures can be made to increase the width of the torso of the figure in any way from their original form.
3.1.2.2 Any of the arms, legs and head can be repositioned on any figure to create a new pose.
3.1.2.3 The players can come in any action pose, providing he has all of the following intact:
(a) Two arms
(b) Two legs
(c) One head
(d) One torso
3.1.2.4 Figures must have at least one foot on the base of the figures platform.
3.1.2.5 Custom figure poses can increase a figures height from its original form as long as it meets the prescribed height standards.
3.1.3 Players must be affixed with numbers on both sides of their jerseys to distinguish them. If numerals are not affixed to both sides of the jersey, that player(s) is ineligible for game play. The commissioner, on a case-by-case basis, may grant waivers.
3.1.4 Figures that are not painted to match the uniform of the figures fielded in the game by a team/coach are not permitted on the field; this includes stationary figures. The TTQB is the exception to this rule
3.1.5 Cover corners are defined as any figure whose arms are modified to be outstretched forward and are capable of grabbing an opposing figure to impede their progress down the field. Their thumbs must be 0.25 inches maximum apart. Only two cover corners are allowed on the field at a time on defense. Cover corners are not permitted on the down line position on defense. They can be used as offensive linemen and must be designated by numbers ranging from 50 to 79.
3.1.6 Maximum roster is 60 players, not including TTQBs or TDQs
3.1.7 Referees from ITZ, Miggle, or Footballfigures.com are allowed on the field during the game. The referees are to be placed on bases to keep them from falling over. The referees may be used to spot players when adjustments must be made during a play from scrimmage. The switch may be turned off and the referee can be moved out of the way in the event a player is going to run into the referee or does run into him.
3. Bases
3.2.1 The following bases are allowed:
(a) Tudor Games
(b) Miggle
(c) ITZ on offensive lineman, QB, and any defense player
(d) Buzzball
3.2.2 Prongs may be altered on bases, but the outside of the base may not be altered in any way. Subject to review by the commissioner
3.2.3 Bases may not be altered as to increase their height from the original form.
3.2.4 Bases must remain on the player during the game and cannot be changed.
3.2.5 At no time can magnets be added to a players base except safeties, punt returners, and kick off returners.
3.3 Inspection
3.3.1 Prior to each game, both coaches will have their teams inspected by the referee or opposing coach.
3.3.2 The referee or opposing coach will make sure that all offensive and defensive players shall not exceed a weight of 4.0 grams.
3.3.3 Any player that is deemed unacceptable, for any reason, by the other coach will be offered up for inspection to the referee for a ruling. The referees ruling is final for the purpose of playing the game. The challenging coach may appeal to the Commissioner for a final ruling.
3.3.4 A roster/depth chart of all players on a coaches team listing player numbers and corresponding positions will be made available to the referee and opposing coach prior to the start of the game. The game cannot proceed until this roster/depth chart is made available. Names of players are not necessary. This roster will help easily identify players in the event of an injury, penalty or confusion of a players position.
Game Quarters
4.1 Length of Game
4.1.1 The length of the game is 60 Boxes, divided into four quarters of 15 boxes each. Between the first and second half, there shall be a 6-minute intermission.
4.2 Time outs will ADD 1 extra box if called after a play. If called during set up to reset the play clock a new box is not added and the set up clock restarts.
4.3 Overtime
4.3.1 In the event the score is tied during a regular season game, an overtime period will be played. A coin toss will determine who will kickoff and receive. The coach, who wins the toss, will elect to kick or receive.
4.3.2 The overtime will consist of one 15 box quarter. The first team to score wins. If no team scores in the elapsed amount of time, the game is a tie.
4.3.3 Each coach will have two timeouts during the overtime period and 1 scramble. Scrambles not used during regulation may not carry over to overtime.
4.3.4 In the event of a tie during the playoffs or championship game, the first team to score after regulation play has expired will be the winner. There will be no boxes during a playoff or championship game in the event of overtime. The first team to score wins.
4.4 Set Up Time
4.4.1 In between every change of possession and score, the offense will have (35 seconds) and defense will have (45) seconds. The Offensive Coach writes the stats down, checks off the game box and the Defensive Coach RESPECTFULLY separates the teams. The defensive coach is responsible for starting the clock after the stats are in. The Defensive coach will then count 5, 4,3,2,1 clock started!
4.4.2 In between every play from scrimmage, the offense will have 35 seconds to set their men, and the defense will have 45 seconds. This means the both teams have 35 seconds to set up using the same clock. Once the 35 seconds set up clock expires for the offense the defense has an additional 10 seconds. The first 35 seconds is a running clock for both teams.
4.4.3 The 35/45-second clocks will begin immediately after each play once the defense counts down 5, 4, 3, 2, 1, Clock Stated. Both coaches can shake the box up until the center is set. Once the center is set, the box cannot be shaken for the previous play.
4.4.4 Once the 35/45 clocks has expired for the offense or defense, that coach may not continue to touch and set up their men. If there are not enough men on the field, the coach may elect to take a time out. If a team has too many men on the field, the opposing coach shall assess a penalty of 5 yards to the team with the excessive players.
4.4.5 A coach may call set at anytime prior to the expiration of the 35/45 clocks.
4.4.6 If the offensive coach calls hurry up offense once the offensive coach calls Set, the defense will have 10 seconds to finish setting up, regardless of how much time was on the 35/45 second clock. The coach must call Hurry up offense before he places his center to begin his play formation. No audible calls are allowed. No substitutes are allowed!
4.7 Clocks – (Note)
The defense is responsible for running the offensive clocks and the offense is responsible for running the defensive clocks. There must be a mandatory verbal count down for the last 10 seconds on the clock.
Offense shall run the following:
1. Final ten seconds of the defensive set up clock
2. Defensive 20 second angle clock
3. Defensive 10 second audible clock
4. Defensive Time Out Clock
5. Punt block/Hang time (If no 3rd party coach is available)
Defense shall run the following:
1. 35 second set up clock
2. 10 second audible clock
3. 20 second passing clock
4. 20 second adjustment clock after a kick off. (If no 3rd party coach is available)
5. 5 second passing clock.
** Special teams clocks are ran by a third party (A coach not playing the game)
If there is not a coach available the clocks are defined above.
4.5 Time Outs
Time outs – (2) 35 seconds
(1) 60 second.
4.5.2 Each team is allowed three time outs each half. The defense has up until they are set following angles, which means once the defense has completed their audible and says set no timeout can be rewarded to the defense. The offense has up until the board is turned on to call a timeout.
4.5.3 On charged team time outs, the Defense starts the 35/45 second play clock after 35/60 seconds have elapsed.
4.5.4 The timeout will allow necessary time to attend to an injured player, or repair a legal players equipment.
4.5.5 Consecutive team time outs can be taken.
4.5.6 A team cannot receive a fourth time out via a penalty. However, a fourth time out is allowed without penalty for an injured player, who must be removed immediately. A fifth time out or more is allowed for an injury.
4.5.7 If the defensive team is behind in the score and commits a foul when it has no time outs left in the final box of either half, the offensive team can decline the penalty for the foul and have the box expire.
5 Plays from Scrimmage
5.1 Start of Game/Coin Toss
5.1.1 All games are to begin with a coin toss. The visiting coach will call Heads or Tails while the coin is in the air. The winner of the coin toss has only three options:
(a) Elect to receive the opening kickoff
(b) Elect to kick off
(c) Defer to the second half
5.1.2 The team that lost the coin toss gets to select the end zone they wish to defend for the first quarter.
5.2 Position of the Players at the Snap
5.2.1 The offensive team must have the following in their formation:
(a) No more and no less than seven players on its line of scrimmage at the snap.
(b) All players who are not on the line, other than the snap receiver under center, must be 7 yards from the line of scrimmage at the snap. Unless you are in the slot then you are required to be 3 yards off the line.
(c) All guards, tackles and tight ends must be at least 1/2 yard behind the center.
(d) Offensive linemen may be elbow to elbow but not touching for minimum distance but no more than one base width apart
(e) No more than three RB in the offensive backfield.
(f) Wide Receivers and Tight Ends not lined up on the line of scrimmage may be no more than 5 yards off the line of scrimmage on a 620 and smaller and 3 yards on a big board.
(g) No stacking, except in the instance of less than two yards when the QB is behind the center. Or to shadow the QB lined up behind the center.
(h) Running Backs must be a minimum of 7 yards behind the scrimmage and no more than 12 yards from the line of scrimmage.
(i) The QB can be positioned under the center or up to a maximum of 10 yards from the line of scrimmage.
(j) The QB is not allowed to lead block between the tackles on run plays nor is the QB allowed to take a direct snap on a run plays between the tackles.
5.2.2 The Line Progression will be in the following manner:
Each play must have 5 offensive line man and a receiver or tight end lined up outside the tackle on the line of scrimmage. No offensive formation may have more than 4 players off the line of scrimmage.
If this progression is not followed it is an offensive illegal formation. 5 yard penalty. To be assessed at the end of the play. If a fumble or interception occurs, the defensive team has an option of taking the play or the penalty, which will be illegal motion.
Note: If an offensive player is ineligible, the defensive team can readjust the defender not to that offensive player but anywhere else he wants to.
5.2.3 The defense must be lined up no less than one yard from the line of scrimmage (base and body) to establish a neutral zone. The defense may set up in any formation desired. All defensive players must begin the play in an upright position (no laying down of safeties in the secondary).
5.2.3.1 Stacking of players, placing one player directly behind another, is definitely not allowed. The min. another player can be directly behind another player is 7 yard behind the LOS on any board. On short yardage plays where the yards are less then three the offense can have their QB under the center. The Defense can then stack to shadow the QB on any player within the tackle. The new verbiage is this: If the QB motions to shotgun the defensive is not required to move the stacking player as one of his moves
5.2.4 There is a delay of game warning if a coach repeatedly drops a player on the board causing the players to move offside. Coaches will readjust their men into their original position at the time the board was disturbed. If there are excessive disturbances in the board by a coach, the referee shall first warn the coach and then penalize him 5 yards for every disturbance of the board.
5.2.5 If an offensive coach substitutes a player with another who is not designated on the roster as a position that would make that player an eligible receiver and does not notify the referee and opposing coach of such eligibility, it will be considered an illegal substitution and a 5-yard penalty.
5.2.6 The offensive and defensive team will have 35 and 45 seconds respectively to set up their formations from the time the center is set. The center must be the first player set after players are separated from a play.
5.2.7 Audibles are the only form of shifting that is allowed. An audible occurs after both the offense and defense are set.
Angling: Is spinning the player left or right on it axis (you can blindly turn the dial as you angle your player).
Motion: Moving one player from one spot on the field to another.
Shift: Moving a player up to the LOS and a player back of the LOS (players must face the same way they started before the shift)
1. Offense: Lineman cannot be angled
a. Option 1: Angle two players
b. Option 2: Motion one player and angle one player.
c. Option 3: Shift move and Angle one player
d. Option 4: Shift move and Motion one player
2. Defense: any defensive player can be angled-DL, LB, S, CB
a. Option 1: Angle two players
b. Option 2: Motion one player and angle one player.
c. Option 3: Shift move and Angle one player
d. Option 4: Shift move and Motion one player
5.2.7.1 Touch rule: On motions and angles for offense and defense you must stay with the first player touched. You cannot reposition players and change your mind. You can't readjust other players. If you touch the player in an attempt to angle or motion thats your move. If you touch another player that is a penalty of 5 yards and the offensive gets to run the play.
5.2.8 Hurry up offense. The offensive coach must call hurry up prior to placing his center on the field. The offensive coach then sets up his team as quickly as he likes within the 35 second clock and then calls set. Once the offense says set, the defense has only 10 more seconds to position their players. No audibles are allowed.
5.3 Running Plays
5.3.1 Straight Run with RB
5.3.1.1 After both coaches have completed their formations and declare they are set, and any/all audibles are performed, the offensive coach will declare the number of the individual who will carry the ball. All Running Backs must be 7 yards from Line of Scrimmage.
5.3.1.2 The defensive coach will operate the switch until completion.
5.3.1.3 The board is then turned on. Once the ball carrier goes 10 yards from the line of scrimmage and remains untouched by the defense, the defense may stop the board (only once) and adjust all their unengaged players toward the ball carrier. The defense has 20 seconds to complete their adjustments. The defensive coach may also elect to shake the box at this time. The board will then be turned back on and the play will be run to completion.
5.3.2 Tackling on Runs
5.3.2.1 Front of the base tackles before 10 yards and after all adjustments have been made. Once the runner goes ten yards the defense can stop the board and make adjustments.
5.4 Passing
5.4.1 Eligible Receivers
5.4.1.1 A forward pass is the forward movement of the ball to an eligible receiver. Eligible receivers are tight ends, wide receivers, running backs and quarterbacks who are either lateral with or downfield from the quarterback at the time the pass is to be executed.
5.4.1.2 Eligible receivers are those who are numbered 1 - 49 and 80 - 89. Those who are numbered 50 - 79 and 90 - 99 are considered ineligible receivers, but may become eligible by notifying the referee and opposing coach and then lining the player up in an eligible position.
5.4.1.3 Eligible receivers must be unengaged,(if the attended target is not hit by the front of the defenders base) and can have fallen down. Eligible receivers must not have run out of bounds. They are not eligible for a pass regardless of the fact if they went out-of-bounds and came back in.
5.4.2 Passing Plays
5.4.2.1 After both coaches have completed their formations and declare they are set, and any/all audibles are performed, for a passing play, the offensive coach will retain control of the switch.
5.4.2.2 After stopping the board, the offensive coach has three options:
(a) Run the QB
(b) Attempt the pass
(c) Scramble (provided he began the play on an immobile base). Scrambles will be covered separately.
5.4.2.3 If passing, the offensive coach must identify his intended receiver IF more than one receiver is in the area. If not the player is down right there.
5.4.2.4 From the time the switch is turned off, the offense has 20 seconds to complete the pass. The referee or defense will run the 20-second clock. If the ball is not thrown to the intended receiver by the time the 20 seconds has elapsed, the pass is incomplete.
5.4.2.5 For attempting the pass, the TTQB will be placed within the space that the base of the QB occupied when the board was turned off. After completion of the pass (or interception) the TTQB will be replaced at the same spot with the original QB.
5.4.2.6 On all pass plays it is any touch tackle, even if the offense coach decides to run the QB or scrambles (except if the runner runs into the back of the defensive players base. That's a broken tackle)
5.4.3 Pass Completion
5.4.3.1 A TTQB pass is complete when the ball is thrown to an eligible receiver and hits the player or his base directly without hitting the playing field or another player first. It is up to each coach to determine if the pass is complete. Call for a set of eyes, at that point the passing clock must be stopped by the defensive coach until another coach can assist with the play, then the eyes will determine if a pass is completed or not. Rulings of the eyes are subject to the challenge rule. If the pass hits an eligible receiver, but not the intended receiver, the pass is complete but the ball is down at the spot of the receiver who caught the ball.
5.4.3.2. A receiver, who is eligible, may catch a ball if he is unengaged with a defender but still touching them or has fallen down and remains inbounds; however, he will be down at that spot and further forward progress is not allowed.
5.4.3.3 After completion of the pass, the defense has 20 seconds to adjust all unengaged players to make the tackle. The box can also be shaken at this time. After all pivots have been completed the defense will now run the switch for the completion of the play.
5.4.3.4 A TTQB pass is incomplete when it hits the playing field or ground prior to hitting a receiver. In the event the pass hits an ineligible offensive player first, a 5-yard penalty will be assessed on the offense from the previous spot plus loss of down.
5.4.3.5 A TTQB pass is intercepted whenever it hits any defensive player (engaged or unengaged) first while in the air or Defense linemen that are 5 yards off the LOS between the tackles, if the player is outside the tackles the 5 yards do not matter. In the event the ball is intercepted, the defense is allowed to run the ball from the point the interception occurred (if the defender is unengaged). The offense will then have 20 seconds to adjust all unengaged players to make the tackle. The defense will then pivot the player who made the interception in any direction they choose. The team who threw the interception will control the switch.
5.4.3.6 During a pass completion (or interception) with the TTQB, the box may be shaken prior to the player running with the ball. A role of double 2 results in a completed pass but the runner can’t advance.
5.4.4 Screen Pass
5.4.4.1 Eligible Players are the Runners in the backfield ONLY. You can NOT turn and burn screen passes to receivers on the line of scrimmage or in the slots. The player must begin the play lined up between the offensive tackles.
5.4.4.2 A pass that is completed to a player that is eligible that is behind the LOS can be pivot up field to run, all unengaged defensive player can be turned to tackle.
5.4.5 Pass Simulation
This method of passing can be used by all coaches however if you choose pass simulation AND want to use your TTQB you CANNOT advance a pass with the TTQB. This means all pass plays with the TTQB are catches but down at the spot of the catch when using the TTQB along with pass simulation UNLESS the pass is caught behind the line of scrimmage. If a receiver/back catches the ball behind the line of scrimmage the ball can be advanced. We will use the Buzz Ball Pass Simulation Rule set. Note: If you are not using the pass simulation normal TTQB rules apply. Note - If the Stand still QB is you can only change him prior to saying set for pass plays. (After set is a motion). You can take a running QB out and put in a stand still anytime before the snap.
5.4.5.1 PASS SIMULATION METHOD
Once the offensive coach wishes to attempt a pass, the board is then turned off.
The offensive coach then points to and states the player's number to which the pass will be attempted within 10 seconds.
The coach will then measure the distance (center of helmet to center of helmet) from the quarterback to the intended receiver. This must be done within 25 seconds. Note: on screen plays the angle for the turn and burn will be done while placing the red stick on the board. No additional angle is allowed after reaching the ball. The defense has their normal 20 seconds.
If the distance is 20 yards or less a RED passing stick be used to spot the ball on the field.
If the distance is 21 to 40 yards a WHITE passing stick will be used.
If the distance is over 40 yards an BLUE passing stick will be used.
Once the distance has been determined the offensive coach may pivot the intended receiver only.
The offensive coach now places the appropriate passing stick on the field with one end making base contact with the intended receiver's front portion of the base and between the front corners. The passing stick may be angled in any desired direction from that point so long as the passing stick remains in contact with intended receiver's base as previously described and does not cause the eventual placed ball to make contact with any player. If for some reason the sticks can not be placed flat on the field a tourney official will handle the entire stick and ball placement procedures.
The referee or offensive coach will next place the PS ball on the field so it contacts the opposite end of the passing stick, the closest point of the ball is centered on the end of the stick, and closest point of the ball is facing the quarterback to simulate a spiral pass from his direction.
The defensive coach may now pivot any unengaged players to either make an interception attempt or to make a tackle on the receiver after the catch.
From this point on no players may be pivoted to resolve the play unless the pass is intercepted (see Interception). The referee or offensive coach takes control of the switch and turns the board on until the pass is determined to be caught or incomplete. *NOTE: See Pass Interference Section Below.
Eligible Receiver: Pass Simulation - Initially and at the first stop of the board on a PS attempt, an eligible receiver is any offensive player other than interior lineman and the quarterback that is at least somewhat downfield from the on-field QB, is inbounds, did not run out of bounds during that play, and is unengaged by any of the opponent's player(s).
Catch: After the ball has been placed and the board tuned back on, any player who makes (any) base contact with the ball before the play is over has caught the ball. This means engaged players, unengaged players, legal receivers, and illegal receivers all count except the quarterback.
Completion: Pass Simulation - ANY BASE CONTACT with the ball constitutes a catch for all players. Situations where it is not a clear completion will be treated the same as an unclear passes with the TTQB (incomplete) and treated the same as an unclear tackle with respect to base contact (not a tackle). Additionally, and just as a TTQB pass, the first player to make base contact with the ball has made the catch.
Once a pass is completed to an intended receiver the referee will make the call and remove the placed ball. The ball can be advanced after the catch if that receiver is still unengaged. In such a case the referee will turn the board back on to resolve the play.
A pass is complete if an unintended receiver makes contact with the ball as described above before any other player but the ball can not be advanced and is down at that spot. If this player previously stepped out of bounds or is an offensive lineman it is a penalty for an illegal receiver.
Simultaneous touching of the ball between offensive and defensive players is awarded to the offense as a completion but the ball can not be advanced even if no base contact between those 2 players is made (ball sometimes keeps bases from making contact on simultaneous contact).
Simultaneous touching of the ball between offensive players will result in having the catch awarded to one of the involved offensive players chosen by the offensive coach, with priority in favor of the intended receiver over all others.
Simultaneous touching of the ball between defensive players will be awarded to one of the involved defensive players chosen by the defensive coach.
Simultaneous contact between players from the same team can be advanced so long as the player awarded the catch is an eligible ball carrier (not an OL player or QB).
Incompletion: Pass Simulation - A pass is incomplete once and if any offensive or defensive player's base (any portion) passes the entire placed ball within a radius of a base length around the placed ball. At that point the play is over and it is the next down. The play is still alive until that occurs, no other player has caught the ball, OR 3 seconds has passed since the board was turned back on to resolve the play. After 3 seconds the ball is considered to have hit the ground and is an incomplete pass. If for some reason the quarterback catches the ball it is an incomplete pass.
Interception: Pass Simulation - A pass is intercepted if any player on defense makes contact with the ball as described above before any other player on offense. After an interception the intercepting coach may now pivot the ball carrier only if still unengaged after the catch, followed by the opposing coach pivoting any unengaged players to attempt a tackle. The switch control is given to the referee or coach who threw the interception and the board is turned on to resolve the play.
Pass Interference: Pass Simulation - No unengaged player from either team may be pivoted to obstruct an unengaged opponent player's path to the ball without risking a penalty. Obstructing an unengaged opponent player's path to the ball constitutes pass interference if contact is made during play resolution unless it happens within the base length radius (incidental/free contact area) around the placed ball.
Running into the back of an opponent player's base does not constitute interference under any circumstances.
On offense, only the intended receiver can cause offensive pass interference.
On defense, any unengaged defensive player (not including eventual engagement with intended receiver) can cause pass interference, even if that player was engaged when the ball was placed. Any base contact within a base length or less is considered to be incidental contact and is not a penalty.
5.5 Sacks
5.5.1 A sack occurs when any part of a defensive players base touches any part of the quarterbacks base, behind the line of scrimmage.
5.5.2 The quarterback may drop back not farther than twenty yards behind the line of scrimmage. If his base completely exceeds the 20-yard distance from the line of scrimmage, it is considered a coverage sack and the quarterback may not throw a pass. He is considered down at that point.
5.6 Scramble
5.6.1 If a stationary QB is used, the offense is allowed the scramble option. If the QB begins the play as a mobile QB with the ball at the beginning of the play, he cannot scramble.
5.6.2 The play is started as a pass play with the offensive coach controlling the switch. The offense then stops the board (at which time the 20 second passing clock begins) and can then call scramble rather than attempting a pass. Once the coach calls scramble the 20 second clock is temporarily halted. The defense now has 20 seconds to adjust all unengaged players toward the QB or any other offensive player they choose. The offensive coach will then substitute a mobile QB for the stationary QB and may pivot his QB from that spot and aim him in a new direction.
5.6.3 The offensive coach now has the choice to either declare a run from that point or to keep the run/pass option open. If the offensive coach decides that he wants to run their QB at this time, he must declare this and the defense will now be given control of the switch. The play will be completed in accordance with the rules of a running play.
5.6.4 If the offensive coach decides to scramble keeping his run or pass option open he retains control of the switch. The offense is allowed to turn the board back on to scramble the QB and is allowed one more stoppage of the board. After stopping the board for a second time, the offensive coach must now declare run or pass (the 20 second passing clock is re-started with whatever time is left on it when the board is stopped for the second time). If he declares run then the switch is handed to the defensive coach and the play will be completed in accordance with the rules of a running play. If he declares pass, the offensive coach must now attempt the pass in accordance with the passing rules.
5.6.5 During the course of the scramble, if the QB passes the line of scrimmage while the offensive coach is in control of the switch, once he has achieved a three yard gain, the play is dead at that spot. A 10 yard penalty from the original line of scrimmage and loss of down will be enforced.
5.6.6 There are only two scrambles allowed per team, per half. 1 Scramble is added for overtime but again scrambles not used during regulation will not carry to over to the next half including overtime.
6 Special Teams
6.1 Kickoffs
6.1.1 The kicking team lines up at their own 30-yard line (considered their line of scrimmage). The receiving team begins their formation at the kicking teams 45 yard line.
6.1.2 The kicking team can align all 11 defenders on the line of scrimmage if they so choose. The receiving team may only have 5 players on the line of scrimmage. The receiving teams second wave of blockers can be lined up no closer than 15 yards behind their first line of blockers. The receiving team must tell the kicking team which player will be used to return the kickoff.
6.1.3 The kicking team then shakes the box to determine the distance and hang time:
Special Note: The kicking team is the Defense on penalties and the Receiving team is the Offense!
See kicking chart.
6.1.4 After determining the yard line that the kick will be returned from, the kicking team decides the spot that the ball will be returned from by placing a stationary figure Center - between the hash marks, Left - On the left NUMBERS, Right - Right Numbers. During the kickoff, the kick returner must remain stationary until time allowed for hang time is complete.
6.1.5 Should a player from the kicking team hit the designated return man during the hang time run-off, it will be ruled a touchback and the receiving team will take possession of the ball at spot that they hit. Any touch
6.1.6 After the period for hang time has been run off and the kick is to be returned the receiving team will replace the stationary figure with the actual kick returner. Both teams will then share 20 seconds to redirect all unengaged players for blocking or attacking the ball carrier. Once the kicking team has adjusted, the receiving team will aim the kick returner in the direction of their choice and the play will then resume until the kick returner is tackled, runs out-of-bounds or scores.
6.1.7 The board may be stopped for a shake of the box after the ball carrier passes the 20 yard line.
6.2 Onside Kicks
6.2.1 An onside kick may be attempted in the 3rd or 4th quarter providing the kicking team is behind in the score. Both teams will line up at their own 40 yard line. The kicking team must inform the receiving team of the onside kick attempt. The kicking team must use their Kicker to attempt the onside kick. If the ball goes 10 yards from the spot of the kick and the ball remains inbounds, the attempt is good. If the ball goes 10 yards and bounces back toward the kicking team, the ball is in play. The ball is then moved to the 50 yard line. If the ball goes farther than 20 yards from the spot of the kick, the closest receiver to the ball will run the ball and the onside kick attempt has failed.
6.2.2 Once the kick is determined to be a successful onside kick, there will be no adjustment of any players by either side. The switch will be turned on and the first player to touch the ball with their base will recover the onside kick. In the event that no player touches the ball after 10 seconds, all unengaged players may be directed toward the ball. Once a player touches the ball, he is now the ball carrier. The team who did not recover the kick may redirect any unengaged players on the ball carrier and the team who recovered the kick may then aim the ball carrier from the spot of the recovery.
6.2.3 The kicking team has two onside kick attempts in the event the ball goes out-of-bounds on the first attempt. In the event the ball goes out-of-bounds on the first attempt, a 5-yard penalty will be assessed to the kicking team. In the event the ball goes out-of-bounds on the second onside kick attempt, the receiving team will take the ball at the kicking teams 40-yard line and play begins at that point.
6.3 Punting
6.3.1 Punts can be attempted on any down but are typically saved for 4th down. Punts must take place on 4th down providing that the offense has not crossed their opponents' 46 yard line (must have reached their opponents 45 yard line). Punts are not mandatory in the final 2 minutes of the second quarter or in the 4th quarter, providing a team is trailing in the score.
6.3.2 The offensive coach is not required to inform the defensive coach of their intent to punt.
6.3.3 The team receiving the punt must identify the player who will be returning the punt. The punter cannot be farther than 15 yards from the line of scrimmage and no closer than 8 yards from the line of scrimmage. The punter must remain in a straight line behind the center.
6.3.4 When the teams are set, one (2) second will be given for a rush. Should a defensive player make contact with the punter the punt is considered blocked and the receiving team will take over at the spot of the punter. If contact is not made then the punting team has 20 seconds to redirect any unengaged players and, if they used an immobile base for their punter, they can also replace the punter.
6.3.5 After the rush, a period of up to 4 seconds (see punting chart) will be given for hang time. During a punt, the receiving team may elect to fair catch and be down at the spot or return the ball regardless if an offensive player has passed the spot of the player.
6.3.6 The punting team will simulate their punt by shaking the box and identifying on the two 10 sided dice the distance of the punt. The black die will represent the first number of the punt yardage and the white die will represent the second number. See the punting chart.
6.3.8 After determining the yard line that the punt will be returned from, the punting team decides the spot that the ball will be returned from by placing a stationary figure on or between the hash marks. During the punt, the punt returner must remain stationary until time allowed for hang time is complete.
6.3.9 After the period for hang time has been run off and the punt is to be returned, the receiving team will replace the stationary figure with the actual punt returner. The punting team will then have 20 seconds to adjust any of their unengaged players toward the ball carrier. Once the punting team has adjusted, the receiving team will aim the punt returner in the direction of their choice and the play will then resume until the punt returner is tackled, runs out-of-bounds or scores.
6.3.10 The board may be stopped for a shake of the box after the punt returner goes 10 yards.
6.3.12 Coffin corner kicks. The punting team must be between the opponents 20 to 45 yard line. There is no attempted punt block nor punt return. The result of the punt is solely determined by the shake of the box as follows:
01-05 Take it on the 5 yd line
06-10 Take it on the 6 yd line
11-30 Take it on the 15 yd line
31-96 Take it on the 20 yd line
97 - 00 Blocked
6.4 Field Goals
6.4.1 In order to attempt a field goal the offense must reach the opposing teams 45 yard line. The maximum amount a field goal may be attempted in the GLEFL is 63 yards (kicking teams 47-yard line) from the spot of the kicker. There must be a minimum of 8 yards between the line of scrimmage and the front of the base of the kicker.
6.4.2 Field goals will be attempted with the board turned on. The offense and defense will both set up their players and the kicking team will instruct the referee to turn the board on by announcing Ready at which point the board is turned on and the kick is attempted. Should a defensive player make contact with the kicker or the kicking teams coach (fingers, hand, arm etc.) prior to the field goal attempt, the kick is considered blocked and the defense will take over the ball at the spot of the kicker.
6.4.3 In the event the field goal is missed, the opposing team takes over from the spot of the kick. If the spot of the kick is inside the 20-yard line, the spot of the ball will be at the 20-yard line for the change of possession.
6.4.4 The kickers base may be flat on the field or tilted provided some portion of the base remains in contact with the field.
6.4.5 If the box is shaken prior to the kick attempt, all penalties and fumbles apply. If the box is shaken after a kick attempt, fumbles do not apply.
6.6 Extra Point (1 point)
6.6.1 After a touchdown, the team scoring the touchdown may elect to kick an extra point or go for two points by performing a running or passing play from the 2-yard line. Auto Kicks are NOT an option!
6.6.2 Extra points will be attempted with the board turned on. The offense and defense will both set up their players and the kicking team will instruct the referee to turn the board on by announcing Ready at which point the board is turned on and the kick is attempted. Should a defensive player make contact with the kicker or the kicking teams coach (fingers, hand, arm etc.) prior to the extra point attempt, the kick is considered blocked and the extra point is no good.
6.6.3 If the box is shaken prior to the kick attempt, all penalties and fumbles apply. If the box is shaken after a kick attempt, fumbles do not apply. A fumble during an extra point attempt results in the extra point attempt being no good. The team that originally scored the touchdown will then kick-off.
6.7 Two point conversions (2 points)
6.7.1 The offense may elect to attempt a 2-point conversion after a touchdown with the ball being spotted at the 2-yard line. The play is run under the same rules for running and passing plays.
6.7.2 If the box is shaken prior to a score on a 2-point conversion attempt, all penalties, fumbles and injuries apply. If the box is shaken after a score, fumbles do not apply.
6.8 Free Kick After a Safety
6.8.1 After a safety, the team surrendering the safety will then free kick from their own 20-yard line. The receiving team will line-up on the kicking teams 35-yard line. The kicking team will then follow the kicking procedures as prescribed in 6.1 (onside kicks are not allowed following a safety).
7 Fumbles Injuries & Penalties
7.1 The Box
7.1.1 The box will be divided into 3 compartments: The Center Compartment will contain 2 six-sided dice. The left compartment will contain 1 six-sided dice along with 2 different colored 10-sided die. The right compartment will contain 2 different- colored 12-sided die. All coaches must have a box in order to compete.
7.1.2 The box may be shaken by either coach only once for every play. Once the offense declares Center Set and the center is set on the line of scrimmage, the box cannot be shaken for a previous play.
7.1.3 The box may be shaken immediately after or during every play for the following events:
(a) After a running back goes 10 yards from the line of scrimmage
(b) After a catch
(c) Before or after a score
(d) After any tackle
(e) Before any extra point or field goal attempt once the kicking team is set and before the snap.
7.1.4 If the box is shaken after any score, or if a payer goes out of bounds only penalties and injuries will apply, fumbles will not be considered after a score.
7.1.5 Injuries do not apply on any special teams play.
7.2 Fumbles & Interceptions
7.2.1 After each play, the offensive team may shake the Action Box or if the defensive team requests the offensive team to shake the Action Box, it must be shaken. Once the box is shaken, the following sequence depicts a fumble:
1. Shake the box
2. If the two six-sided dice land on double 1s only and a defender is within 5 yards of the ball carrier (five yard sticks must be used to measure), a fumble has occurred or if the ball carrier is hit and the runner falls down. Please note that in both situations previously mentioned if the players base is out of bounds it’s a fumble to the offense automatically.
3. To determine whether the offense or defense recovers, look at the compartment which house the one six-sided dice. If the six-sided die lands on even numbers, the defense recovers. If the six-sided die lands on odd numbers, the offense recovers.
7.2.2 Fumbles cannot be advanced from that spot.
7.2.3 In the event of a turnover from the box, the ball is considered down at the spot of the original ball carrier. Mark the spot of the ball from the forward most part of the original ball carriers base (facing the goal in which he was attempting to score).
7.2.4 If a pass is attempted and incomplete, if double ones are rolled and there is a turnover, the spot of the ball shall be from the spot of the QB at the time of the pass. It shall be as if the pass was never attempted and the QB dropped the ball.
7.3 Injuries
7.3.1 Injuries may occur after each play if the coaches elect to shake the box.
7.3.2 After each play, the offensive team may shake the Action Box or if the defensive team requests the offensive team to shake the Action Box, it must be shaken. Once the box is shaken, the following sequence depicts an injury:
1. Shake the "Action Box".
2. If the two six-sided dice land on double 3s or 4s only, an injury has occurred.
3. To determine whether it is an offensive or defensive player who is injured, look at the compartment which houses the one six-sided dice.
4. If the six-sided die lands on even numbers, it is a defensive player that is injured. If the six-sided die lands on odd numbers, it is an offensive player that is inured.
5. You would then look at the two 12 sided die to determine the player who is injured and the severity of the injury. Prior to the game it should be determined which of the two colored die will represent the player and which one will represent the length of the injury.
7.3.3 The following are the player designations based on the 12 sided die:
PLAYER DESIGNATION
Offense Defense
1-Null 1-Null
2-Quarterback 2- Right Defensive Tackle
3-Fullback 3-Left Defensive Tackle
4-Tailback 4-Right Defensive End
5-Tightend 5-Left Defensive End
6-Right Wide Receiver 6- Middle Linebacker
7-Left Wide Receiver 7-Right Linebacker
8-Center 8-Left Linebacker
9-Right Guard 9-Right Cornerback
10-Left Guard 10- Right Cornerback
11-Right Tackle 11-Right Safety
12 Left Tackle 12-Left Safety
7.3.4 After identifying the injured player the severity of the injury will be determined by looking at the other 12 sided die. Please refer to the chart below to determine the length of the injury.
7.3.5 All players who are injured will be surrendered to the referee immediately. The coach who loses the player due to injury will not be allowed to touch the player again until the prescribed time as passed. The player will be secured by a GLEFL official for the duration of his injury.
7.4 Penalties
7.4.1 After every play from scrimmage, the box may be shaken if a coach elects or directs the other coach.
1. Shake the "Action Box".
2. If the two six-sided dice land on double 5s or 6s only, a penalty has occurred.
3. To determine whether it is an offensive or defensive player who has committed the penalty, look at the compartment which houses the one six-sided dice.
4. If the six-sided die lands on even numbers, the penalty is on the defense. If the six-sided die lands on odd numbers, the penalty is on the offense.
5. You would then look at one of the two 12 sided die to determine the penalty to be enforced. Prior to the game it should be decided which of the two 12 sided die colored die will be used to determine the actual penalty.
7.4.2 Please refer to the chart below to determine the actual penalty: no matter what the penalty says it is just the penalty.
7.4.3 All fouls committed by the offensive team (ID by position of player causing the infraction) behind the line of scrimmage (except in the end zone) shall be penalized from the previous spot. If the foul is in the end zone, it is a safety.
7.4.4 If a runner is downed behind the line of scrimmage (except in the end zone) and the foul by an offensive player is beyond the line of scrimmage, enforcement shall be from the previous line of scrimmage. If the runner is down in the end zone it is a safety.
7.4.5 All defensive fouls shall be assessed from the spot of the ball, if the line of scrimmage is crossed. If the ball does not cross the line of scrimmage, the penalty shall be assessed from the previous line of scrimmage.
7.4.6 If the penalty is pass interference, regardless of the position of the offending defensive player, the ball is downed at the spot of the intended receiver if the pass is not completed. If the intended receiver is behind the line of scrimmage, assess a 15-yard penalty from the previous spot.
7.4.7 If the offense, during a scramble, starts the switch more than once, for any reason, (i.e. declared scramble, starts switch, stops switch, starts switch, stops switch). A 15-yard penalty shall be assessed from the previous spot, plus a loss of down.
7.4.8 If the offense/QB, during a scramble, goes more than 3 yards past the line of scrimmage without passing the switch to the defensive coach, the play must end immediately and the offensive team shall be penalized 10 from the previous spot, plus a loss of down.
7.4.9 The team not committing the infraction may have the option of declining any penalty. If the penalty is accepted, yardage will be assessed, but there will be no loss of down, unless there is a personal foul or as otherwise stated above.
7.4.10 In the event of a defensive penalty prior to the snap, the referee and offensive coach shall note the penalty. Before the penalty is assessed against the defense, the play shall proceed as a free play for the offense. At the end of the free play, the offense has the opportunity to accept or decline the penalty.
7.5.10 Non Box Penalty clarifications:
1. Hitting your offensive lineman with a pass – 5 yards, lost of down.
2. Scramble violation – 10 yards loss of down
3. Excessive delay of game – 5 yards.
4. Too many men on the field – 5 yards repeat down.
5. Excessive offsides – 5 yards repeat down. (After 2nd warning)
6. Excessive illegal formation – 5 yards repeat down. (After 2nd warning)
7. Excessive Code of Conduct violation – 10 yards repeat down.
8. Excessive Trash Talking – 15 yards. Either towards your opponent or other coaches about your opponent. (After 1st Warning)
9. Throwing your players – 15 yards.
10. Excessive touching – 5 yards.
11. Touch Rule violation – 5 yards.
7.5 Challenge Rule
7.5.1 When there is a disagreement between the referee and a coach regarding a pass completion or ball spotting the coach can challenge the call.
7.5.2 The challenging coach will designate which of the two 12-sided dice will be used for the challenge and then shake the box. If the number is 1 through 4 the call on the field is overturned. If the number is 5 or higher the call on the field is upheld and the challenge is denied.
7.5.3 If the challenge is denied, the team that challenged the call loses a timeout. If a team wins a challenge, they do not lose a timeout. Each team is allotted 2 challenges per half. A team cannot initiate a challenge if they are out of time-outs.
7.5.4 You cannot challenge the outcome of any shake of the box.
8 Definitions
8.1 Blocking
8.1.1 Blocking is defined as the physical engagement between two players from the opposing teams. If and only if any type of contact between the bases of the opposing players occurs, this is considered blocking.
8.1.2 If a player is engaged (base touching base) in blocking, he cannot be adjusted to react on a play.
8.1.3 Magnet usage – Magnets can only be used by stand still defenders that are a minimal 15 yards back, return players and punters. They can not be used for stand still QBs nor stand still kickers. If an offensive player makes contact with the magnet defensive player, the board is turned off to remove the magnet from the player. The player can’t be angled or pivoted. The offense is not allowed to use magnets except for stand still Kick-off/punt return players.
8.2 Challenge see Section 7.5
8.3 Cover Corners (Buzzball figures) & Vertical Linemen (football figures.com)
Cover corners are defined as any figure whose arms are modified to be outstretched forward and are capable of grabbing an opposing figure to impede their progress down the field. Only two cover corners are allowed on the field at a time per team on defense. Cover corners are not permitted on the down line position on defense. They can be used as offensive linemen and must be designated by numbers ranging from 50 to 79.
8.4 Field Goal see Section 6.4
8.5 Foul: Any violation of a playing rule.
8.6 Fumble: This is done only by the shake of the box (see Section 7.2) or a ball carrier that is hit and falls over from the defender.
8.7 For a fumble where the offense retains possession of the ball, the ball can be advanced.
8.7.2 For a fumble where the defense recovers, the ball is down at the spot of the fumble based on the forward progress of the original ball carrier.
8.8 Kickoff see Section 6.1
8.9 Offside
8.9.1 A player is offside when any part of his base is beyond the line of scrimmage or free kick line when the ball is put in play.
8.9.2 A cover corner is offside if any part of its body or base crosses the line of scrimmage.
8.9.3 A 5-yard penalty will be assessed for any offside penalty.
8.10 Out-of-Bounds and Inbound Spot
8.10.1 A player is out-of-bounds when any part of his base touches a boundary line.
8.10.2 The inbounds spot is always the most forward spot of the players base. You cannot spot the ball until forward progress has stopped (i.e. wherever the forward progress of the players base stops after the switch is turned off). In the event the switch is not turned off after contact, it will be up to the referee to spot the ball.
8.10.3 The ball will be spotted to the left or right of the center hash marks of the field if the play goes outside of the hash marks. The ball will be spotted at the exact spot of the tackle if the tackle was made inside the center hash marks.
8.10.4 If, at any time, a receiver goes out of bounds he is ineligible to receive a pass. If no referee is present this call can be challenged. If there is a referee then he will have the final decision which could be subject to the challenge rule.
8.11. Passing see Section 5.4
8.12 Play Clock: 35/45/20/15/5 second clock. There are 3 primary play clocks in the GLEFL. The 35-second play clock is used for the offense to set up. The 45-second play clock is used for the defensive alignment. The 20-second clock is used for quarterback passing once the board has been stopped for the passing attempt. The 15 second clock is used for Handicap passers who choose to use the TTQB to pass. The Handicap pass clock begins once the TTQB touches the field not once the board turns off. The 5 second clock gives Offensive coaches 5 seconds to get an open a player to pass to.
8.13 Pocket Area: Applies from a point two yards outside of either offensive tackle and includes the tight end if he drops off the line of scrimmage to pass protect. Pocket extends straight back towards the offensive teams own goal line.
8.14 Safety (2 points)
8.16.1 A safety occurs when a defensive man tackles an offensive ball carrier in the offensive ball carriers own end zone.
8.16.2 A safety also occurs when any part of an offensive ball carriers base crosses the back of the end zone or out-of-bound markers in the end zone.
8.16.3 After a safety, the team surrendering the safety will then free kick from their own 20-yard line. The kicking team will then follow the kick-off procedures as outlined in Section 6.
8.15 Scramble see Section 5.6
8.16 Suspended player(s) A suspended player is one who must be withdrawn for at least one down for correction of illegal equipment, or illegal base. Play shall not stop to correct the player. The player may be put back in the game once his equipment is within standards.
8.17 Tackle
8.17.1 Any part of a ball carriers base, except the very back of the defenders base see rule 5.4.2.6, that comes in contact with any part of an opposing teams base (base to base contact) is considered a tackle on pass plays.
8.17.2 Tackling on run plays is front of the bases for the first 10 yards and Front of the bases tackle after 10 from the LOS.
Code of Conduct!
8.18 Unsportsmanlike Conduct
8.18.1. Good sportsmanship is an absolute must in competition. Electric football is about having fun and playing the game as realistically as possible. It is not about humiliating your opponent. Here are some of the penalties that will accompany any unsportsman-like conduct:
(a) Trash talking. Any attempt to humiliate or assault your opponent will not be tolerated. After first warning a coach, feels that talk is excessive, he will call an unsportsmanlike conduct penalty and mark off fifteen yards.
(b) Abusive language. The goal of the GLEFL is to incorporate young people into the game of electric football. As men and women of this game, there is something to be said for a "clean mouth." Cursing will not be tolerated in the GLEFL.
8.18.2 The Commissioner, upon hearing of such a violation will give one written warning to the offending coach during the season. He will then be fined $10 per offense, not to exceed 2 offenses (beyond the warning) during a season. All games of the offending coach will be forfeited unless the fines are paid to the treasurer of the GLEFL.
8.18.3 Once a coach reaches his abusive language limits set by the league, he will be removed from the GLEFL, forfeiting all games and monies paid to the league. He/she will not be allowed to return to the league for a period of two years from the date of removal from the league.
8.18.4 Throwing your team or any individual on your team will not be tolerated in the GLEFL. The referee will penalize the offending coach 15 yards if such an action occurs.
8.18.5 Arguing with the referee/coach. A coach may dispute a call, but if he begins to get abusive toward the official, he will be flagged with an unsportsmanlike conduct penalty. If a second flag is thrown for this same offense (at the officials discretion), the violator will automatically forfeit the game and be counseled by the Commissioner. Upon a second forfeiture of game for this offense, the individual will be removed from the GLEFL and not be allowed to return to the league for a period of two years from the date of the removal from the league
8.18.6 Insubordination. Any coach found to be insubordinate of league rules, league officers, officials or referees will be dismissed from the league for a period of two years by the Commissioner.
Section 1: The Field
Section 2: The Ball
Section 3: Players and Equipment
Section 4: Game Timing
Section 5: Plays from Scrimmage
Section 6: Special Teams
Chapter 7: Fumbles, Injuries, and Penalties
Chapter 8: Definitions
Index: Past Champions
1. Playing Field
The home team is responsible for providing the field of their choice. Every coach must have their own home field. Smaller fields are no longer used.
1.2 Goal Posts
1.2.1 Miggle/Tudor goal posts are acceptable. Homemade goal posts must be to scale with the field, if the homemade goal posts are not to scale with the field they are on; they are not to be used. The home team must provide goal posts that correspond with their field.
Yard Markers and 10 yard chain
1.3.1 The home team is responsible for providing the yard markers and 10-yard chain for their field. Before a game can commence; there must be a verbal agreement between the two coaches who will be responsible for both the yard markers and the 10-yard chain.
Board Speed
1.4.1 The board speed is determined by the home team. If 2 or more players fall down consistently through the game the visiting coach can ask to have the board speed adjusted. If the home team disagrees the visiting coach can ask for a set of eyes and another coach will come by to assist with setting an acceptable speed for the board.
The Ball
2.1.1 Miggle foam and felt footballs and other balls of a similar size are allowed. Oversized (§Big Pill¨) footballs are not allowed. Any questions regarding the eligibility of a ball should be brought to the commissioners attention for review and approval.
Players and Equipment
3.1 Players
3.1.1 The following players are allowed for game play from the following recognized manufacturers:
(a) Tudor (b) Miggle (c) ITZ (d)Wellington Innovations
(e) FootballFigures.com (f) SIW (g) Chris Robinson
(h) G-Force (i) Electric Gridiron (J) ForU2Hate
(k) Megawattz (l) One2Watch
(h) Any custom pose created from any of the above figures in accordance with the provisions listed in 3.1.2 through 3.1.3 are allowed.
3.1.2 The figures mentioned in 3.1.1 can be manipulated to create custom poses providing they are not disproportional to the figure. All questionable figures will have their eligibility decided by the commissioner. Furthermore, said questionable figures will not be allowed for game play until the ruling by the commissioner is rendered.
Height restriction = Player can not be more than 3.7 cm in height
Weight restriction: Player maximum is 4.0 grams (including base)
3.1.2.1 Custom pose figures can be made to increase the width of the torso of the figure in any way from their original form.
3.1.2.2 Any of the arms, legs and head can be repositioned on any figure to create a new pose.
3.1.2.3 The players can come in any action pose, providing he has all of the following intact:
(a) Two arms
(b) Two legs
(c) One head
(d) One torso
3.1.2.4 Figures must have at least one foot on the base of the figures platform.
3.1.2.5 Custom figure poses can increase a figures height from its original form as long as it meets the prescribed height standards.
3.1.3 Players must be affixed with numbers on both sides of their jerseys to distinguish them. If numerals are not affixed to both sides of the jersey, that player(s) is ineligible for game play. The commissioner, on a case-by-case basis, may grant waivers.
3.1.4 Figures that are not painted to match the uniform of the figures fielded in the game by a team/coach are not permitted on the field; this includes stationary figures. The TTQB is the exception to this rule
3.1.5 Cover corners are defined as any figure whose arms are modified to be outstretched forward and are capable of grabbing an opposing figure to impede their progress down the field. Their thumbs must be 0.25 inches maximum apart. Only two cover corners are allowed on the field at a time on defense. Cover corners are not permitted on the down line position on defense. They can be used as offensive linemen and must be designated by numbers ranging from 50 to 79.
3.1.6 Maximum roster is 60 players, not including TTQBs or TDQs
3.1.7 Referees from ITZ, Miggle, or Footballfigures.com are allowed on the field during the game. The referees are to be placed on bases to keep them from falling over. The referees may be used to spot players when adjustments must be made during a play from scrimmage. The switch may be turned off and the referee can be moved out of the way in the event a player is going to run into the referee or does run into him.
3. Bases
3.2.1 The following bases are allowed:
(a) Tudor Games
(b) Miggle
(c) ITZ on offensive lineman, QB, and any defense player
(d) Buzzball
3.2.2 Prongs may be altered on bases, but the outside of the base may not be altered in any way. Subject to review by the commissioner
3.2.3 Bases may not be altered as to increase their height from the original form.
3.2.4 Bases must remain on the player during the game and cannot be changed.
3.2.5 At no time can magnets be added to a players base except safeties, punt returners, and kick off returners.
3.3 Inspection
3.3.1 Prior to each game, both coaches will have their teams inspected by the referee or opposing coach.
3.3.2 The referee or opposing coach will make sure that all offensive and defensive players shall not exceed a weight of 4.0 grams.
3.3.3 Any player that is deemed unacceptable, for any reason, by the other coach will be offered up for inspection to the referee for a ruling. The referees ruling is final for the purpose of playing the game. The challenging coach may appeal to the Commissioner for a final ruling.
3.3.4 A roster/depth chart of all players on a coaches team listing player numbers and corresponding positions will be made available to the referee and opposing coach prior to the start of the game. The game cannot proceed until this roster/depth chart is made available. Names of players are not necessary. This roster will help easily identify players in the event of an injury, penalty or confusion of a players position.
Game Quarters
4.1 Length of Game
4.1.1 The length of the game is 60 Boxes, divided into four quarters of 15 boxes each. Between the first and second half, there shall be a 6-minute intermission.
4.2 Time outs will ADD 1 extra box if called after a play. If called during set up to reset the play clock a new box is not added and the set up clock restarts.
4.3 Overtime
4.3.1 In the event the score is tied during a regular season game, an overtime period will be played. A coin toss will determine who will kickoff and receive. The coach, who wins the toss, will elect to kick or receive.
4.3.2 The overtime will consist of one 15 box quarter. The first team to score wins. If no team scores in the elapsed amount of time, the game is a tie.
4.3.3 Each coach will have two timeouts during the overtime period and 1 scramble. Scrambles not used during regulation may not carry over to overtime.
4.3.4 In the event of a tie during the playoffs or championship game, the first team to score after regulation play has expired will be the winner. There will be no boxes during a playoff or championship game in the event of overtime. The first team to score wins.
4.4 Set Up Time
4.4.1 In between every change of possession and score, the offense will have (35 seconds) and defense will have (45) seconds. The Offensive Coach writes the stats down, checks off the game box and the Defensive Coach RESPECTFULLY separates the teams. The defensive coach is responsible for starting the clock after the stats are in. The Defensive coach will then count 5, 4,3,2,1 clock started!
4.4.2 In between every play from scrimmage, the offense will have 35 seconds to set their men, and the defense will have 45 seconds. This means the both teams have 35 seconds to set up using the same clock. Once the 35 seconds set up clock expires for the offense the defense has an additional 10 seconds. The first 35 seconds is a running clock for both teams.
4.4.3 The 35/45-second clocks will begin immediately after each play once the defense counts down 5, 4, 3, 2, 1, Clock Stated. Both coaches can shake the box up until the center is set. Once the center is set, the box cannot be shaken for the previous play.
4.4.4 Once the 35/45 clocks has expired for the offense or defense, that coach may not continue to touch and set up their men. If there are not enough men on the field, the coach may elect to take a time out. If a team has too many men on the field, the opposing coach shall assess a penalty of 5 yards to the team with the excessive players.
4.4.5 A coach may call set at anytime prior to the expiration of the 35/45 clocks.
4.4.6 If the offensive coach calls hurry up offense once the offensive coach calls Set, the defense will have 10 seconds to finish setting up, regardless of how much time was on the 35/45 second clock. The coach must call Hurry up offense before he places his center to begin his play formation. No audible calls are allowed. No substitutes are allowed!
4.7 Clocks – (Note)
The defense is responsible for running the offensive clocks and the offense is responsible for running the defensive clocks. There must be a mandatory verbal count down for the last 10 seconds on the clock.
Offense shall run the following:
1. Final ten seconds of the defensive set up clock
2. Defensive 20 second angle clock
3. Defensive 10 second audible clock
4. Defensive Time Out Clock
5. Punt block/Hang time (If no 3rd party coach is available)
Defense shall run the following:
1. 35 second set up clock
2. 10 second audible clock
3. 20 second passing clock
4. 20 second adjustment clock after a kick off. (If no 3rd party coach is available)
5. 5 second passing clock.
** Special teams clocks are ran by a third party (A coach not playing the game)
If there is not a coach available the clocks are defined above.
4.5 Time Outs
Time outs – (2) 35 seconds
(1) 60 second.
4.5.2 Each team is allowed three time outs each half. The defense has up until they are set following angles, which means once the defense has completed their audible and says set no timeout can be rewarded to the defense. The offense has up until the board is turned on to call a timeout.
4.5.3 On charged team time outs, the Defense starts the 35/45 second play clock after 35/60 seconds have elapsed.
4.5.4 The timeout will allow necessary time to attend to an injured player, or repair a legal players equipment.
4.5.5 Consecutive team time outs can be taken.
4.5.6 A team cannot receive a fourth time out via a penalty. However, a fourth time out is allowed without penalty for an injured player, who must be removed immediately. A fifth time out or more is allowed for an injury.
4.5.7 If the defensive team is behind in the score and commits a foul when it has no time outs left in the final box of either half, the offensive team can decline the penalty for the foul and have the box expire.
5 Plays from Scrimmage
5.1 Start of Game/Coin Toss
5.1.1 All games are to begin with a coin toss. The visiting coach will call Heads or Tails while the coin is in the air. The winner of the coin toss has only three options:
(a) Elect to receive the opening kickoff
(b) Elect to kick off
(c) Defer to the second half
5.1.2 The team that lost the coin toss gets to select the end zone they wish to defend for the first quarter.
5.2 Position of the Players at the Snap
5.2.1 The offensive team must have the following in their formation:
(a) No more and no less than seven players on its line of scrimmage at the snap.
(b) All players who are not on the line, other than the snap receiver under center, must be 7 yards from the line of scrimmage at the snap. Unless you are in the slot then you are required to be 3 yards off the line.
(c) All guards, tackles and tight ends must be at least 1/2 yard behind the center.
(d) Offensive linemen may be elbow to elbow but not touching for minimum distance but no more than one base width apart
(e) No more than three RB in the offensive backfield.
(f) Wide Receivers and Tight Ends not lined up on the line of scrimmage may be no more than 5 yards off the line of scrimmage on a 620 and smaller and 3 yards on a big board.
(g) No stacking, except in the instance of less than two yards when the QB is behind the center. Or to shadow the QB lined up behind the center.
(h) Running Backs must be a minimum of 7 yards behind the scrimmage and no more than 12 yards from the line of scrimmage.
(i) The QB can be positioned under the center or up to a maximum of 10 yards from the line of scrimmage.
(j) The QB is not allowed to lead block between the tackles on run plays nor is the QB allowed to take a direct snap on a run plays between the tackles.
5.2.2 The Line Progression will be in the following manner:
Each play must have 5 offensive line man and a receiver or tight end lined up outside the tackle on the line of scrimmage. No offensive formation may have more than 4 players off the line of scrimmage.
If this progression is not followed it is an offensive illegal formation. 5 yard penalty. To be assessed at the end of the play. If a fumble or interception occurs, the defensive team has an option of taking the play or the penalty, which will be illegal motion.
Note: If an offensive player is ineligible, the defensive team can readjust the defender not to that offensive player but anywhere else he wants to.
5.2.3 The defense must be lined up no less than one yard from the line of scrimmage (base and body) to establish a neutral zone. The defense may set up in any formation desired. All defensive players must begin the play in an upright position (no laying down of safeties in the secondary).
5.2.3.1 Stacking of players, placing one player directly behind another, is definitely not allowed. The min. another player can be directly behind another player is 7 yard behind the LOS on any board. On short yardage plays where the yards are less then three the offense can have their QB under the center. The Defense can then stack to shadow the QB on any player within the tackle. The new verbiage is this: If the QB motions to shotgun the defensive is not required to move the stacking player as one of his moves
5.2.4 There is a delay of game warning if a coach repeatedly drops a player on the board causing the players to move offside. Coaches will readjust their men into their original position at the time the board was disturbed. If there are excessive disturbances in the board by a coach, the referee shall first warn the coach and then penalize him 5 yards for every disturbance of the board.
5.2.5 If an offensive coach substitutes a player with another who is not designated on the roster as a position that would make that player an eligible receiver and does not notify the referee and opposing coach of such eligibility, it will be considered an illegal substitution and a 5-yard penalty.
5.2.6 The offensive and defensive team will have 35 and 45 seconds respectively to set up their formations from the time the center is set. The center must be the first player set after players are separated from a play.
5.2.7 Audibles are the only form of shifting that is allowed. An audible occurs after both the offense and defense are set.
Angling: Is spinning the player left or right on it axis (you can blindly turn the dial as you angle your player).
Motion: Moving one player from one spot on the field to another.
Shift: Moving a player up to the LOS and a player back of the LOS (players must face the same way they started before the shift)
1. Offense: Lineman cannot be angled
a. Option 1: Angle two players
b. Option 2: Motion one player and angle one player.
c. Option 3: Shift move and Angle one player
d. Option 4: Shift move and Motion one player
2. Defense: any defensive player can be angled-DL, LB, S, CB
a. Option 1: Angle two players
b. Option 2: Motion one player and angle one player.
c. Option 3: Shift move and Angle one player
d. Option 4: Shift move and Motion one player
5.2.7.1 Touch rule: On motions and angles for offense and defense you must stay with the first player touched. You cannot reposition players and change your mind. You can't readjust other players. If you touch the player in an attempt to angle or motion thats your move. If you touch another player that is a penalty of 5 yards and the offensive gets to run the play.
5.2.8 Hurry up offense. The offensive coach must call hurry up prior to placing his center on the field. The offensive coach then sets up his team as quickly as he likes within the 35 second clock and then calls set. Once the offense says set, the defense has only 10 more seconds to position their players. No audibles are allowed.
5.3 Running Plays
5.3.1 Straight Run with RB
5.3.1.1 After both coaches have completed their formations and declare they are set, and any/all audibles are performed, the offensive coach will declare the number of the individual who will carry the ball. All Running Backs must be 7 yards from Line of Scrimmage.
5.3.1.2 The defensive coach will operate the switch until completion.
5.3.1.3 The board is then turned on. Once the ball carrier goes 10 yards from the line of scrimmage and remains untouched by the defense, the defense may stop the board (only once) and adjust all their unengaged players toward the ball carrier. The defense has 20 seconds to complete their adjustments. The defensive coach may also elect to shake the box at this time. The board will then be turned back on and the play will be run to completion.
5.3.2 Tackling on Runs
5.3.2.1 Front of the base tackles before 10 yards and after all adjustments have been made. Once the runner goes ten yards the defense can stop the board and make adjustments.
5.4 Passing
5.4.1 Eligible Receivers
5.4.1.1 A forward pass is the forward movement of the ball to an eligible receiver. Eligible receivers are tight ends, wide receivers, running backs and quarterbacks who are either lateral with or downfield from the quarterback at the time the pass is to be executed.
5.4.1.2 Eligible receivers are those who are numbered 1 - 49 and 80 - 89. Those who are numbered 50 - 79 and 90 - 99 are considered ineligible receivers, but may become eligible by notifying the referee and opposing coach and then lining the player up in an eligible position.
5.4.1.3 Eligible receivers must be unengaged,(if the attended target is not hit by the front of the defenders base) and can have fallen down. Eligible receivers must not have run out of bounds. They are not eligible for a pass regardless of the fact if they went out-of-bounds and came back in.
5.4.2 Passing Plays
5.4.2.1 After both coaches have completed their formations and declare they are set, and any/all audibles are performed, for a passing play, the offensive coach will retain control of the switch.
5.4.2.2 After stopping the board, the offensive coach has three options:
(a) Run the QB
(b) Attempt the pass
(c) Scramble (provided he began the play on an immobile base). Scrambles will be covered separately.
5.4.2.3 If passing, the offensive coach must identify his intended receiver IF more than one receiver is in the area. If not the player is down right there.
5.4.2.4 From the time the switch is turned off, the offense has 20 seconds to complete the pass. The referee or defense will run the 20-second clock. If the ball is not thrown to the intended receiver by the time the 20 seconds has elapsed, the pass is incomplete.
5.4.2.5 For attempting the pass, the TTQB will be placed within the space that the base of the QB occupied when the board was turned off. After completion of the pass (or interception) the TTQB will be replaced at the same spot with the original QB.
5.4.2.6 On all pass plays it is any touch tackle, even if the offense coach decides to run the QB or scrambles (except if the runner runs into the back of the defensive players base. That's a broken tackle)
5.4.3 Pass Completion
5.4.3.1 A TTQB pass is complete when the ball is thrown to an eligible receiver and hits the player or his base directly without hitting the playing field or another player first. It is up to each coach to determine if the pass is complete. Call for a set of eyes, at that point the passing clock must be stopped by the defensive coach until another coach can assist with the play, then the eyes will determine if a pass is completed or not. Rulings of the eyes are subject to the challenge rule. If the pass hits an eligible receiver, but not the intended receiver, the pass is complete but the ball is down at the spot of the receiver who caught the ball.
5.4.3.2. A receiver, who is eligible, may catch a ball if he is unengaged with a defender but still touching them or has fallen down and remains inbounds; however, he will be down at that spot and further forward progress is not allowed.
5.4.3.3 After completion of the pass, the defense has 20 seconds to adjust all unengaged players to make the tackle. The box can also be shaken at this time. After all pivots have been completed the defense will now run the switch for the completion of the play.
5.4.3.4 A TTQB pass is incomplete when it hits the playing field or ground prior to hitting a receiver. In the event the pass hits an ineligible offensive player first, a 5-yard penalty will be assessed on the offense from the previous spot plus loss of down.
5.4.3.5 A TTQB pass is intercepted whenever it hits any defensive player (engaged or unengaged) first while in the air or Defense linemen that are 5 yards off the LOS between the tackles, if the player is outside the tackles the 5 yards do not matter. In the event the ball is intercepted, the defense is allowed to run the ball from the point the interception occurred (if the defender is unengaged). The offense will then have 20 seconds to adjust all unengaged players to make the tackle. The defense will then pivot the player who made the interception in any direction they choose. The team who threw the interception will control the switch.
5.4.3.6 During a pass completion (or interception) with the TTQB, the box may be shaken prior to the player running with the ball. A role of double 2 results in a completed pass but the runner can’t advance.
5.4.4 Screen Pass
5.4.4.1 Eligible Players are the Runners in the backfield ONLY. You can NOT turn and burn screen passes to receivers on the line of scrimmage or in the slots. The player must begin the play lined up between the offensive tackles.
5.4.4.2 A pass that is completed to a player that is eligible that is behind the LOS can be pivot up field to run, all unengaged defensive player can be turned to tackle.
5.4.5 Pass Simulation
This method of passing can be used by all coaches however if you choose pass simulation AND want to use your TTQB you CANNOT advance a pass with the TTQB. This means all pass plays with the TTQB are catches but down at the spot of the catch when using the TTQB along with pass simulation UNLESS the pass is caught behind the line of scrimmage. If a receiver/back catches the ball behind the line of scrimmage the ball can be advanced. We will use the Buzz Ball Pass Simulation Rule set. Note: If you are not using the pass simulation normal TTQB rules apply. Note - If the Stand still QB is you can only change him prior to saying set for pass plays. (After set is a motion). You can take a running QB out and put in a stand still anytime before the snap.
5.4.5.1 PASS SIMULATION METHOD
Once the offensive coach wishes to attempt a pass, the board is then turned off.
The offensive coach then points to and states the player's number to which the pass will be attempted within 10 seconds.
The coach will then measure the distance (center of helmet to center of helmet) from the quarterback to the intended receiver. This must be done within 25 seconds. Note: on screen plays the angle for the turn and burn will be done while placing the red stick on the board. No additional angle is allowed after reaching the ball. The defense has their normal 20 seconds.
If the distance is 20 yards or less a RED passing stick be used to spot the ball on the field.
If the distance is 21 to 40 yards a WHITE passing stick will be used.
If the distance is over 40 yards an BLUE passing stick will be used.
Once the distance has been determined the offensive coach may pivot the intended receiver only.
The offensive coach now places the appropriate passing stick on the field with one end making base contact with the intended receiver's front portion of the base and between the front corners. The passing stick may be angled in any desired direction from that point so long as the passing stick remains in contact with intended receiver's base as previously described and does not cause the eventual placed ball to make contact with any player. If for some reason the sticks can not be placed flat on the field a tourney official will handle the entire stick and ball placement procedures.
The referee or offensive coach will next place the PS ball on the field so it contacts the opposite end of the passing stick, the closest point of the ball is centered on the end of the stick, and closest point of the ball is facing the quarterback to simulate a spiral pass from his direction.
The defensive coach may now pivot any unengaged players to either make an interception attempt or to make a tackle on the receiver after the catch.
From this point on no players may be pivoted to resolve the play unless the pass is intercepted (see Interception). The referee or offensive coach takes control of the switch and turns the board on until the pass is determined to be caught or incomplete. *NOTE: See Pass Interference Section Below.
Eligible Receiver: Pass Simulation - Initially and at the first stop of the board on a PS attempt, an eligible receiver is any offensive player other than interior lineman and the quarterback that is at least somewhat downfield from the on-field QB, is inbounds, did not run out of bounds during that play, and is unengaged by any of the opponent's player(s).
Catch: After the ball has been placed and the board tuned back on, any player who makes (any) base contact with the ball before the play is over has caught the ball. This means engaged players, unengaged players, legal receivers, and illegal receivers all count except the quarterback.
Completion: Pass Simulation - ANY BASE CONTACT with the ball constitutes a catch for all players. Situations where it is not a clear completion will be treated the same as an unclear passes with the TTQB (incomplete) and treated the same as an unclear tackle with respect to base contact (not a tackle). Additionally, and just as a TTQB pass, the first player to make base contact with the ball has made the catch.
Once a pass is completed to an intended receiver the referee will make the call and remove the placed ball. The ball can be advanced after the catch if that receiver is still unengaged. In such a case the referee will turn the board back on to resolve the play.
A pass is complete if an unintended receiver makes contact with the ball as described above before any other player but the ball can not be advanced and is down at that spot. If this player previously stepped out of bounds or is an offensive lineman it is a penalty for an illegal receiver.
Simultaneous touching of the ball between offensive and defensive players is awarded to the offense as a completion but the ball can not be advanced even if no base contact between those 2 players is made (ball sometimes keeps bases from making contact on simultaneous contact).
Simultaneous touching of the ball between offensive players will result in having the catch awarded to one of the involved offensive players chosen by the offensive coach, with priority in favor of the intended receiver over all others.
Simultaneous touching of the ball between defensive players will be awarded to one of the involved defensive players chosen by the defensive coach.
Simultaneous contact between players from the same team can be advanced so long as the player awarded the catch is an eligible ball carrier (not an OL player or QB).
Incompletion: Pass Simulation - A pass is incomplete once and if any offensive or defensive player's base (any portion) passes the entire placed ball within a radius of a base length around the placed ball. At that point the play is over and it is the next down. The play is still alive until that occurs, no other player has caught the ball, OR 3 seconds has passed since the board was turned back on to resolve the play. After 3 seconds the ball is considered to have hit the ground and is an incomplete pass. If for some reason the quarterback catches the ball it is an incomplete pass.
Interception: Pass Simulation - A pass is intercepted if any player on defense makes contact with the ball as described above before any other player on offense. After an interception the intercepting coach may now pivot the ball carrier only if still unengaged after the catch, followed by the opposing coach pivoting any unengaged players to attempt a tackle. The switch control is given to the referee or coach who threw the interception and the board is turned on to resolve the play.
Pass Interference: Pass Simulation - No unengaged player from either team may be pivoted to obstruct an unengaged opponent player's path to the ball without risking a penalty. Obstructing an unengaged opponent player's path to the ball constitutes pass interference if contact is made during play resolution unless it happens within the base length radius (incidental/free contact area) around the placed ball.
Running into the back of an opponent player's base does not constitute interference under any circumstances.
On offense, only the intended receiver can cause offensive pass interference.
On defense, any unengaged defensive player (not including eventual engagement with intended receiver) can cause pass interference, even if that player was engaged when the ball was placed. Any base contact within a base length or less is considered to be incidental contact and is not a penalty.
5.5 Sacks
5.5.1 A sack occurs when any part of a defensive players base touches any part of the quarterbacks base, behind the line of scrimmage.
5.5.2 The quarterback may drop back not farther than twenty yards behind the line of scrimmage. If his base completely exceeds the 20-yard distance from the line of scrimmage, it is considered a coverage sack and the quarterback may not throw a pass. He is considered down at that point.
5.6 Scramble
5.6.1 If a stationary QB is used, the offense is allowed the scramble option. If the QB begins the play as a mobile QB with the ball at the beginning of the play, he cannot scramble.
5.6.2 The play is started as a pass play with the offensive coach controlling the switch. The offense then stops the board (at which time the 20 second passing clock begins) and can then call scramble rather than attempting a pass. Once the coach calls scramble the 20 second clock is temporarily halted. The defense now has 20 seconds to adjust all unengaged players toward the QB or any other offensive player they choose. The offensive coach will then substitute a mobile QB for the stationary QB and may pivot his QB from that spot and aim him in a new direction.
5.6.3 The offensive coach now has the choice to either declare a run from that point or to keep the run/pass option open. If the offensive coach decides that he wants to run their QB at this time, he must declare this and the defense will now be given control of the switch. The play will be completed in accordance with the rules of a running play.
5.6.4 If the offensive coach decides to scramble keeping his run or pass option open he retains control of the switch. The offense is allowed to turn the board back on to scramble the QB and is allowed one more stoppage of the board. After stopping the board for a second time, the offensive coach must now declare run or pass (the 20 second passing clock is re-started with whatever time is left on it when the board is stopped for the second time). If he declares run then the switch is handed to the defensive coach and the play will be completed in accordance with the rules of a running play. If he declares pass, the offensive coach must now attempt the pass in accordance with the passing rules.
5.6.5 During the course of the scramble, if the QB passes the line of scrimmage while the offensive coach is in control of the switch, once he has achieved a three yard gain, the play is dead at that spot. A 10 yard penalty from the original line of scrimmage and loss of down will be enforced.
5.6.6 There are only two scrambles allowed per team, per half. 1 Scramble is added for overtime but again scrambles not used during regulation will not carry to over to the next half including overtime.
6 Special Teams
6.1 Kickoffs
6.1.1 The kicking team lines up at their own 30-yard line (considered their line of scrimmage). The receiving team begins their formation at the kicking teams 45 yard line.
6.1.2 The kicking team can align all 11 defenders on the line of scrimmage if they so choose. The receiving team may only have 5 players on the line of scrimmage. The receiving teams second wave of blockers can be lined up no closer than 15 yards behind their first line of blockers. The receiving team must tell the kicking team which player will be used to return the kickoff.
6.1.3 The kicking team then shakes the box to determine the distance and hang time:
Special Note: The kicking team is the Defense on penalties and the Receiving team is the Offense!
See kicking chart.
6.1.4 After determining the yard line that the kick will be returned from, the kicking team decides the spot that the ball will be returned from by placing a stationary figure Center - between the hash marks, Left - On the left NUMBERS, Right - Right Numbers. During the kickoff, the kick returner must remain stationary until time allowed for hang time is complete.
6.1.5 Should a player from the kicking team hit the designated return man during the hang time run-off, it will be ruled a touchback and the receiving team will take possession of the ball at spot that they hit. Any touch
6.1.6 After the period for hang time has been run off and the kick is to be returned the receiving team will replace the stationary figure with the actual kick returner. Both teams will then share 20 seconds to redirect all unengaged players for blocking or attacking the ball carrier. Once the kicking team has adjusted, the receiving team will aim the kick returner in the direction of their choice and the play will then resume until the kick returner is tackled, runs out-of-bounds or scores.
6.1.7 The board may be stopped for a shake of the box after the ball carrier passes the 20 yard line.
6.2 Onside Kicks
6.2.1 An onside kick may be attempted in the 3rd or 4th quarter providing the kicking team is behind in the score. Both teams will line up at their own 40 yard line. The kicking team must inform the receiving team of the onside kick attempt. The kicking team must use their Kicker to attempt the onside kick. If the ball goes 10 yards from the spot of the kick and the ball remains inbounds, the attempt is good. If the ball goes 10 yards and bounces back toward the kicking team, the ball is in play. The ball is then moved to the 50 yard line. If the ball goes farther than 20 yards from the spot of the kick, the closest receiver to the ball will run the ball and the onside kick attempt has failed.
6.2.2 Once the kick is determined to be a successful onside kick, there will be no adjustment of any players by either side. The switch will be turned on and the first player to touch the ball with their base will recover the onside kick. In the event that no player touches the ball after 10 seconds, all unengaged players may be directed toward the ball. Once a player touches the ball, he is now the ball carrier. The team who did not recover the kick may redirect any unengaged players on the ball carrier and the team who recovered the kick may then aim the ball carrier from the spot of the recovery.
6.2.3 The kicking team has two onside kick attempts in the event the ball goes out-of-bounds on the first attempt. In the event the ball goes out-of-bounds on the first attempt, a 5-yard penalty will be assessed to the kicking team. In the event the ball goes out-of-bounds on the second onside kick attempt, the receiving team will take the ball at the kicking teams 40-yard line and play begins at that point.
6.3 Punting
6.3.1 Punts can be attempted on any down but are typically saved for 4th down. Punts must take place on 4th down providing that the offense has not crossed their opponents' 46 yard line (must have reached their opponents 45 yard line). Punts are not mandatory in the final 2 minutes of the second quarter or in the 4th quarter, providing a team is trailing in the score.
6.3.2 The offensive coach is not required to inform the defensive coach of their intent to punt.
6.3.3 The team receiving the punt must identify the player who will be returning the punt. The punter cannot be farther than 15 yards from the line of scrimmage and no closer than 8 yards from the line of scrimmage. The punter must remain in a straight line behind the center.
6.3.4 When the teams are set, one (2) second will be given for a rush. Should a defensive player make contact with the punter the punt is considered blocked and the receiving team will take over at the spot of the punter. If contact is not made then the punting team has 20 seconds to redirect any unengaged players and, if they used an immobile base for their punter, they can also replace the punter.
6.3.5 After the rush, a period of up to 4 seconds (see punting chart) will be given for hang time. During a punt, the receiving team may elect to fair catch and be down at the spot or return the ball regardless if an offensive player has passed the spot of the player.
6.3.6 The punting team will simulate their punt by shaking the box and identifying on the two 10 sided dice the distance of the punt. The black die will represent the first number of the punt yardage and the white die will represent the second number. See the punting chart.
6.3.8 After determining the yard line that the punt will be returned from, the punting team decides the spot that the ball will be returned from by placing a stationary figure on or between the hash marks. During the punt, the punt returner must remain stationary until time allowed for hang time is complete.
6.3.9 After the period for hang time has been run off and the punt is to be returned, the receiving team will replace the stationary figure with the actual punt returner. The punting team will then have 20 seconds to adjust any of their unengaged players toward the ball carrier. Once the punting team has adjusted, the receiving team will aim the punt returner in the direction of their choice and the play will then resume until the punt returner is tackled, runs out-of-bounds or scores.
6.3.10 The board may be stopped for a shake of the box after the punt returner goes 10 yards.
6.3.12 Coffin corner kicks. The punting team must be between the opponents 20 to 45 yard line. There is no attempted punt block nor punt return. The result of the punt is solely determined by the shake of the box as follows:
01-05 Take it on the 5 yd line
06-10 Take it on the 6 yd line
11-30 Take it on the 15 yd line
31-96 Take it on the 20 yd line
97 - 00 Blocked
6.4 Field Goals
6.4.1 In order to attempt a field goal the offense must reach the opposing teams 45 yard line. The maximum amount a field goal may be attempted in the GLEFL is 63 yards (kicking teams 47-yard line) from the spot of the kicker. There must be a minimum of 8 yards between the line of scrimmage and the front of the base of the kicker.
6.4.2 Field goals will be attempted with the board turned on. The offense and defense will both set up their players and the kicking team will instruct the referee to turn the board on by announcing Ready at which point the board is turned on and the kick is attempted. Should a defensive player make contact with the kicker or the kicking teams coach (fingers, hand, arm etc.) prior to the field goal attempt, the kick is considered blocked and the defense will take over the ball at the spot of the kicker.
6.4.3 In the event the field goal is missed, the opposing team takes over from the spot of the kick. If the spot of the kick is inside the 20-yard line, the spot of the ball will be at the 20-yard line for the change of possession.
6.4.4 The kickers base may be flat on the field or tilted provided some portion of the base remains in contact with the field.
6.4.5 If the box is shaken prior to the kick attempt, all penalties and fumbles apply. If the box is shaken after a kick attempt, fumbles do not apply.
6.6 Extra Point (1 point)
6.6.1 After a touchdown, the team scoring the touchdown may elect to kick an extra point or go for two points by performing a running or passing play from the 2-yard line. Auto Kicks are NOT an option!
6.6.2 Extra points will be attempted with the board turned on. The offense and defense will both set up their players and the kicking team will instruct the referee to turn the board on by announcing Ready at which point the board is turned on and the kick is attempted. Should a defensive player make contact with the kicker or the kicking teams coach (fingers, hand, arm etc.) prior to the extra point attempt, the kick is considered blocked and the extra point is no good.
6.6.3 If the box is shaken prior to the kick attempt, all penalties and fumbles apply. If the box is shaken after a kick attempt, fumbles do not apply. A fumble during an extra point attempt results in the extra point attempt being no good. The team that originally scored the touchdown will then kick-off.
6.7 Two point conversions (2 points)
6.7.1 The offense may elect to attempt a 2-point conversion after a touchdown with the ball being spotted at the 2-yard line. The play is run under the same rules for running and passing plays.
6.7.2 If the box is shaken prior to a score on a 2-point conversion attempt, all penalties, fumbles and injuries apply. If the box is shaken after a score, fumbles do not apply.
6.8 Free Kick After a Safety
6.8.1 After a safety, the team surrendering the safety will then free kick from their own 20-yard line. The receiving team will line-up on the kicking teams 35-yard line. The kicking team will then follow the kicking procedures as prescribed in 6.1 (onside kicks are not allowed following a safety).
7 Fumbles Injuries & Penalties
7.1 The Box
7.1.1 The box will be divided into 3 compartments: The Center Compartment will contain 2 six-sided dice. The left compartment will contain 1 six-sided dice along with 2 different colored 10-sided die. The right compartment will contain 2 different- colored 12-sided die. All coaches must have a box in order to compete.
7.1.2 The box may be shaken by either coach only once for every play. Once the offense declares Center Set and the center is set on the line of scrimmage, the box cannot be shaken for a previous play.
7.1.3 The box may be shaken immediately after or during every play for the following events:
(a) After a running back goes 10 yards from the line of scrimmage
(b) After a catch
(c) Before or after a score
(d) After any tackle
(e) Before any extra point or field goal attempt once the kicking team is set and before the snap.
7.1.4 If the box is shaken after any score, or if a payer goes out of bounds only penalties and injuries will apply, fumbles will not be considered after a score.
7.1.5 Injuries do not apply on any special teams play.
7.2 Fumbles & Interceptions
7.2.1 After each play, the offensive team may shake the Action Box or if the defensive team requests the offensive team to shake the Action Box, it must be shaken. Once the box is shaken, the following sequence depicts a fumble:
1. Shake the box
2. If the two six-sided dice land on double 1s only and a defender is within 5 yards of the ball carrier (five yard sticks must be used to measure), a fumble has occurred or if the ball carrier is hit and the runner falls down. Please note that in both situations previously mentioned if the players base is out of bounds it’s a fumble to the offense automatically.
3. To determine whether the offense or defense recovers, look at the compartment which house the one six-sided dice. If the six-sided die lands on even numbers, the defense recovers. If the six-sided die lands on odd numbers, the offense recovers.
7.2.2 Fumbles cannot be advanced from that spot.
7.2.3 In the event of a turnover from the box, the ball is considered down at the spot of the original ball carrier. Mark the spot of the ball from the forward most part of the original ball carriers base (facing the goal in which he was attempting to score).
7.2.4 If a pass is attempted and incomplete, if double ones are rolled and there is a turnover, the spot of the ball shall be from the spot of the QB at the time of the pass. It shall be as if the pass was never attempted and the QB dropped the ball.
7.3 Injuries
7.3.1 Injuries may occur after each play if the coaches elect to shake the box.
7.3.2 After each play, the offensive team may shake the Action Box or if the defensive team requests the offensive team to shake the Action Box, it must be shaken. Once the box is shaken, the following sequence depicts an injury:
1. Shake the "Action Box".
2. If the two six-sided dice land on double 3s or 4s only, an injury has occurred.
3. To determine whether it is an offensive or defensive player who is injured, look at the compartment which houses the one six-sided dice.
4. If the six-sided die lands on even numbers, it is a defensive player that is injured. If the six-sided die lands on odd numbers, it is an offensive player that is inured.
5. You would then look at the two 12 sided die to determine the player who is injured and the severity of the injury. Prior to the game it should be determined which of the two colored die will represent the player and which one will represent the length of the injury.
7.3.3 The following are the player designations based on the 12 sided die:
PLAYER DESIGNATION
Offense Defense
1-Null 1-Null
2-Quarterback 2- Right Defensive Tackle
3-Fullback 3-Left Defensive Tackle
4-Tailback 4-Right Defensive End
5-Tightend 5-Left Defensive End
6-Right Wide Receiver 6- Middle Linebacker
7-Left Wide Receiver 7-Right Linebacker
8-Center 8-Left Linebacker
9-Right Guard 9-Right Cornerback
10-Left Guard 10- Right Cornerback
11-Right Tackle 11-Right Safety
12 Left Tackle 12-Left Safety
7.3.4 After identifying the injured player the severity of the injury will be determined by looking at the other 12 sided die. Please refer to the chart below to determine the length of the injury.
7.3.5 All players who are injured will be surrendered to the referee immediately. The coach who loses the player due to injury will not be allowed to touch the player again until the prescribed time as passed. The player will be secured by a GLEFL official for the duration of his injury.
7.4 Penalties
7.4.1 After every play from scrimmage, the box may be shaken if a coach elects or directs the other coach.
1. Shake the "Action Box".
2. If the two six-sided dice land on double 5s or 6s only, a penalty has occurred.
3. To determine whether it is an offensive or defensive player who has committed the penalty, look at the compartment which houses the one six-sided dice.
4. If the six-sided die lands on even numbers, the penalty is on the defense. If the six-sided die lands on odd numbers, the penalty is on the offense.
5. You would then look at one of the two 12 sided die to determine the penalty to be enforced. Prior to the game it should be decided which of the two 12 sided die colored die will be used to determine the actual penalty.
7.4.2 Please refer to the chart below to determine the actual penalty: no matter what the penalty says it is just the penalty.
7.4.3 All fouls committed by the offensive team (ID by position of player causing the infraction) behind the line of scrimmage (except in the end zone) shall be penalized from the previous spot. If the foul is in the end zone, it is a safety.
7.4.4 If a runner is downed behind the line of scrimmage (except in the end zone) and the foul by an offensive player is beyond the line of scrimmage, enforcement shall be from the previous line of scrimmage. If the runner is down in the end zone it is a safety.
7.4.5 All defensive fouls shall be assessed from the spot of the ball, if the line of scrimmage is crossed. If the ball does not cross the line of scrimmage, the penalty shall be assessed from the previous line of scrimmage.
7.4.6 If the penalty is pass interference, regardless of the position of the offending defensive player, the ball is downed at the spot of the intended receiver if the pass is not completed. If the intended receiver is behind the line of scrimmage, assess a 15-yard penalty from the previous spot.
7.4.7 If the offense, during a scramble, starts the switch more than once, for any reason, (i.e. declared scramble, starts switch, stops switch, starts switch, stops switch). A 15-yard penalty shall be assessed from the previous spot, plus a loss of down.
7.4.8 If the offense/QB, during a scramble, goes more than 3 yards past the line of scrimmage without passing the switch to the defensive coach, the play must end immediately and the offensive team shall be penalized 10 from the previous spot, plus a loss of down.
7.4.9 The team not committing the infraction may have the option of declining any penalty. If the penalty is accepted, yardage will be assessed, but there will be no loss of down, unless there is a personal foul or as otherwise stated above.
7.4.10 In the event of a defensive penalty prior to the snap, the referee and offensive coach shall note the penalty. Before the penalty is assessed against the defense, the play shall proceed as a free play for the offense. At the end of the free play, the offense has the opportunity to accept or decline the penalty.
7.5.10 Non Box Penalty clarifications:
1. Hitting your offensive lineman with a pass – 5 yards, lost of down.
2. Scramble violation – 10 yards loss of down
3. Excessive delay of game – 5 yards.
4. Too many men on the field – 5 yards repeat down.
5. Excessive offsides – 5 yards repeat down. (After 2nd warning)
6. Excessive illegal formation – 5 yards repeat down. (After 2nd warning)
7. Excessive Code of Conduct violation – 10 yards repeat down.
8. Excessive Trash Talking – 15 yards. Either towards your opponent or other coaches about your opponent. (After 1st Warning)
9. Throwing your players – 15 yards.
10. Excessive touching – 5 yards.
11. Touch Rule violation – 5 yards.
7.5 Challenge Rule
7.5.1 When there is a disagreement between the referee and a coach regarding a pass completion or ball spotting the coach can challenge the call.
7.5.2 The challenging coach will designate which of the two 12-sided dice will be used for the challenge and then shake the box. If the number is 1 through 4 the call on the field is overturned. If the number is 5 or higher the call on the field is upheld and the challenge is denied.
7.5.3 If the challenge is denied, the team that challenged the call loses a timeout. If a team wins a challenge, they do not lose a timeout. Each team is allotted 2 challenges per half. A team cannot initiate a challenge if they are out of time-outs.
7.5.4 You cannot challenge the outcome of any shake of the box.
8 Definitions
8.1 Blocking
8.1.1 Blocking is defined as the physical engagement between two players from the opposing teams. If and only if any type of contact between the bases of the opposing players occurs, this is considered blocking.
8.1.2 If a player is engaged (base touching base) in blocking, he cannot be adjusted to react on a play.
8.1.3 Magnet usage – Magnets can only be used by stand still defenders that are a minimal 15 yards back, return players and punters. They can not be used for stand still QBs nor stand still kickers. If an offensive player makes contact with the magnet defensive player, the board is turned off to remove the magnet from the player. The player can’t be angled or pivoted. The offense is not allowed to use magnets except for stand still Kick-off/punt return players.
8.2 Challenge see Section 7.5
8.3 Cover Corners (Buzzball figures) & Vertical Linemen (football figures.com)
Cover corners are defined as any figure whose arms are modified to be outstretched forward and are capable of grabbing an opposing figure to impede their progress down the field. Only two cover corners are allowed on the field at a time per team on defense. Cover corners are not permitted on the down line position on defense. They can be used as offensive linemen and must be designated by numbers ranging from 50 to 79.
8.4 Field Goal see Section 6.4
8.5 Foul: Any violation of a playing rule.
8.6 Fumble: This is done only by the shake of the box (see Section 7.2) or a ball carrier that is hit and falls over from the defender.
8.7 For a fumble where the offense retains possession of the ball, the ball can be advanced.
8.7.2 For a fumble where the defense recovers, the ball is down at the spot of the fumble based on the forward progress of the original ball carrier.
8.8 Kickoff see Section 6.1
8.9 Offside
8.9.1 A player is offside when any part of his base is beyond the line of scrimmage or free kick line when the ball is put in play.
8.9.2 A cover corner is offside if any part of its body or base crosses the line of scrimmage.
8.9.3 A 5-yard penalty will be assessed for any offside penalty.
8.10 Out-of-Bounds and Inbound Spot
8.10.1 A player is out-of-bounds when any part of his base touches a boundary line.
8.10.2 The inbounds spot is always the most forward spot of the players base. You cannot spot the ball until forward progress has stopped (i.e. wherever the forward progress of the players base stops after the switch is turned off). In the event the switch is not turned off after contact, it will be up to the referee to spot the ball.
8.10.3 The ball will be spotted to the left or right of the center hash marks of the field if the play goes outside of the hash marks. The ball will be spotted at the exact spot of the tackle if the tackle was made inside the center hash marks.
8.10.4 If, at any time, a receiver goes out of bounds he is ineligible to receive a pass. If no referee is present this call can be challenged. If there is a referee then he will have the final decision which could be subject to the challenge rule.
8.11. Passing see Section 5.4
8.12 Play Clock: 35/45/20/15/5 second clock. There are 3 primary play clocks in the GLEFL. The 35-second play clock is used for the offense to set up. The 45-second play clock is used for the defensive alignment. The 20-second clock is used for quarterback passing once the board has been stopped for the passing attempt. The 15 second clock is used for Handicap passers who choose to use the TTQB to pass. The Handicap pass clock begins once the TTQB touches the field not once the board turns off. The 5 second clock gives Offensive coaches 5 seconds to get an open a player to pass to.
8.13 Pocket Area: Applies from a point two yards outside of either offensive tackle and includes the tight end if he drops off the line of scrimmage to pass protect. Pocket extends straight back towards the offensive teams own goal line.
8.14 Safety (2 points)
8.16.1 A safety occurs when a defensive man tackles an offensive ball carrier in the offensive ball carriers own end zone.
8.16.2 A safety also occurs when any part of an offensive ball carriers base crosses the back of the end zone or out-of-bound markers in the end zone.
8.16.3 After a safety, the team surrendering the safety will then free kick from their own 20-yard line. The kicking team will then follow the kick-off procedures as outlined in Section 6.
8.15 Scramble see Section 5.6
8.16 Suspended player(s) A suspended player is one who must be withdrawn for at least one down for correction of illegal equipment, or illegal base. Play shall not stop to correct the player. The player may be put back in the game once his equipment is within standards.
8.17 Tackle
8.17.1 Any part of a ball carriers base, except the very back of the defenders base see rule 5.4.2.6, that comes in contact with any part of an opposing teams base (base to base contact) is considered a tackle on pass plays.
8.17.2 Tackling on run plays is front of the bases for the first 10 yards and Front of the bases tackle after 10 from the LOS.
Code of Conduct!
8.18 Unsportsmanlike Conduct
8.18.1. Good sportsmanship is an absolute must in competition. Electric football is about having fun and playing the game as realistically as possible. It is not about humiliating your opponent. Here are some of the penalties that will accompany any unsportsman-like conduct:
(a) Trash talking. Any attempt to humiliate or assault your opponent will not be tolerated. After first warning a coach, feels that talk is excessive, he will call an unsportsmanlike conduct penalty and mark off fifteen yards.
(b) Abusive language. The goal of the GLEFL is to incorporate young people into the game of electric football. As men and women of this game, there is something to be said for a "clean mouth." Cursing will not be tolerated in the GLEFL.
8.18.2 The Commissioner, upon hearing of such a violation will give one written warning to the offending coach during the season. He will then be fined $10 per offense, not to exceed 2 offenses (beyond the warning) during a season. All games of the offending coach will be forfeited unless the fines are paid to the treasurer of the GLEFL.
8.18.3 Once a coach reaches his abusive language limits set by the league, he will be removed from the GLEFL, forfeiting all games and monies paid to the league. He/she will not be allowed to return to the league for a period of two years from the date of removal from the league.
8.18.4 Throwing your team or any individual on your team will not be tolerated in the GLEFL. The referee will penalize the offending coach 15 yards if such an action occurs.
8.18.5 Arguing with the referee/coach. A coach may dispute a call, but if he begins to get abusive toward the official, he will be flagged with an unsportsmanlike conduct penalty. If a second flag is thrown for this same offense (at the officials discretion), the violator will automatically forfeit the game and be counseled by the Commissioner. Upon a second forfeiture of game for this offense, the individual will be removed from the GLEFL and not be allowed to return to the league for a period of two years from the date of the removal from the league
8.18.6 Insubordination. Any coach found to be insubordinate of league rules, league officers, officials or referees will be dismissed from the league for a period of two years by the Commissioner.