Football Rules – 5v5

Markets: New York

Format: football

SUMMARY

  • No cleats allowed at Chelsea Piers (only applicable to leagues played at Chelsea Piers)
  • Format 5-on-5, any gender
  • Two 23-minute halves with 3-5 minute half times. Running time for first half, 21 minute running second half with 2 minute stop time if game within 16 points
  • 6 points for a touchdown. Choice of 1 or 2 point conversions. No field goals
  • Non-contact (NO BLOCKING) flag football
  • Center is eligible to receive passes
  • No picks allowed
  • First Downs – Crossing first down markers. There is 1 marker at the halfway line
  • Five Mississippi rush count (Miss-i-ssi-ppi is the only rush word allowed)
  • Game time is forfeit time
  • All games are RAIN or SHINE (unless dangerous conditions)
  • Any unsportsmanlike behavior will result in that player/team being suspended/removed from participating in all ZogSports leagues for one year

FORFEITS – REQUIRED PLAYERS

  • Please don’t forfeit.  Your teammates and opponents count on you to have a full team and competitive game.
  • At check-in, inform ZS Field Manager (at registration table) if you a) know that your team will be short players for your game or b) expect to field a full team, but are currently short players.  ZS staff and head referee will help make sure that a game is played (official or scrimmage) on every field.
  • Must have at least 4 players from the team roster start a game (including picked up players)
  • Game time is forfeit time.  There is no grace period
  • No one may play without signing the waiver

FORFEIT PENALTIES AND NOTIFICATION

Penalties

First Offense:  Loss of game and warning issued

Second Offense:  Loss of game and removal from the playoffs

Third Offense:  Removal from the rest of the schedule

FORFEIT NOTIFICATION

To forfeit, please fill out this form.

Forfeits ruin the experience for everyone. ZogSports exists to give you an opportunity to play and build community and forfeiting is a huge bummer. If your team absolutely needs to forfeit, you must let us know in advance so we can contact your opponent so that they don’t unnecessarily travel to the gym/field.

If you do not inform us of a forfeit your team could face penalties in your league’s standings. Once ZogSports is notified of your forfeit, it is final (you cannot change your mind) and the other team will be notified.

There is no additional penalty if you show up short-handed (and need to add other ZogSports players to field a full team) and have to forfeit the game, since you did make an effort to get a team to play.

REFEREEING

ZS will provide a head referee for each field.

Questions for the referee – only the team captain is allowed to ask the head referee for rule clarification.  If it is a judgment call, the referees can confer with each other and the team captains for discussion, but players and/or captains are not allowed to question judgment calls

START OF THE GAME 

  • Referee will have two captains shoot rock/paper/scissors or odds/evens or flip a coin
  • If there are more than two players not wearing their ZogSports team shirts, the team with more shirts automatically wins the coin toss.  This is designed to encourage all players to wear their team shirts (which makes it easier to tell people apart on the field)
  • Winning captain selects Offense/Defense or direction in the first half (In the second half, teams change directions and possession)
  • The winning captain may NOT “defer” the selection.  He/she must decide either offense/defense or field direction
  • Game starts with the “receiving” team in possession on its own 10-yard line

 

CLOCK/TIME  

  • Two 23-minute halves with 1-3 minute half time
  • Running time for all 23 minutes of first half, 21 of 23 minutes running time second half (see below for explanation)
  • Final two minutes of second half – clock stops when the score differential is 16 points or less for:
  • Official’s time-outs (injuries and called time-outs)
  • An incomplete pass
  • An offensive player goes out-of-bounds
  • A touchdown
  • The clock starts again for the extra point and then stops after this play is completed.  The clock cannot run for more than 10 seconds on extra points (to prevent teams from trying to run out the clock on a conversion)
  • Any turnover (interception, change of possession on downs or after a punt)
  • NEW: The clock continues to run on all fumbles (including fumbles snaps from the center to the QB)
  • Any penalty deemed intentional by the referee in an effort to affect the clock (whether to run off time or stop the clock) in the last two minutes of the game will cause the clock to stop
  • If a team is up by 17 or more points, the clock will continue to run for the last 2 minutes

If the point differential changes from below 17 points (stoppage time) to 17 points or above (running time) within the final 2 minutes the clock shall stop/run in accordance with the score.

NEW: The clock will stop for a 2 minute warning in the second half if the game the score differential is 16 points or less.  Clock is always restarted when the offense snaps the ball.

TIMEOUTS 

Each team receives two time-outs per game.  Time-outs last one minute.

TEAM SIZE  

  • Each team shall field no more than 5 players
  • Each team shall field no less than 4 players
  • Teams must start at game time if the minimum numbers of players are present
  • No additional players will be added to the roster after the 3rd week. Waivers must be completed and signed online.
  • PLAYERS WILL NOT BE ALLOWED TO PARTICIPATE IN ANY GAME WITHOUT SIGNING WAIVER.

PICKING UP PLAYERS

You should be able to field a team with only roster players.  There are penalties for picking up non-roster, ZogSports players.  They include the following:

  • If a roster player arrives at the field after the game has started, the non-roster player must be replaced by the roster player.  The non-roster player may not re-enter the game and any penalty points awarded will stand
  • Non-roster players both male and female may not play QB
  • DURING THE PLAYOFFS, ONLY PLAYERS ON YOUR ROSTER ARE ALLOWED TO PLAY.
  • A forfeit will be given to any team who picks up players and does not inform the referee.  Protests in regards to non-roster players must be made before leaving the field

UNIFORMS/FOOTWEAR

Shirts

  • Team shirts provided by ZogSports
    • If players don’t have team shirts with them, ZogSports suggests wearing similar colors to rest of team

Footwear

  • PLAYERS WILL NOT BE ALLOWED TO PARTICIPATE IN ANY GAME IF THEY ARE:
    • Barefoot
    • Wearing sandals/flip-flops
    • Wearing Metal Cleats – METAL CLEATS ARE NOT ALLOWED
    • CLEATS NOT ALLOWED AT CHELSEA PIERS

SCORING

  • Touchdowns are awarded 6 points
  • Extra points are 1 point for a 2-yard conversion, 2 points for 10-yard conversion
  • Safeties are 2 points

POINT AFTER TOUCHDOWN (PAT)/EXTRA POINTS

  • The offense can decide whether to “go for ‘1’ or ‘2’ “
    • 1 Point – 2 paces/yards off the goal line
    • 2 Points – 10 paces/yards off the goal line (marked by cone)*

*2-point conversion attempts may be intercepted and returned for 2 points with the defense retaining possession at their 10-pace/yard line.  1-point conversions CANNOT be intercepted and returned

SAFETIES 

A safety will be scored when a player:

·         Is tagged down in their own end zone (not on an intercepted pass)

o    If player advances ball out of end zone and runs back in on an intercepted pass, a safety will be awarded

·         Runs out of bounds in their own end zone while in possession of the ball

·         Snaps the ball out of the end zone

·         Fumbles in their own end zone

The defensive team receives 2 points and then takes possession of the ball at their own 10-yard line.

FIRST DOWNS

Each team will have 2 downs to either score or earn another 1st down. First downs are earned by:

  • Crossing the mid field line.  Teams may only earn the mid field line first down once per drive.

o    If a catch is made past midfield, but the receiver runs back behind the midfield line where they have their flag pulled, it is NOT a 1st down.

If a team fails to score or earn a first down, possession goes to the other team.  Offensive team may elect to punt on any down.

NEW: There is a limit to 1 earned first downs. Teams are only allowed to earn 1 first downs per offensive drive, or a total of 2 sets of downs per possession.  A defensive pass interference penalty does NOT count as an earned first down, nor does a penalty that moves the ball past midfield.

SCRIMMAGE/SNAPPING THE BALL INTO PLAY

  • Ball must always be snapped from the ground by the center to the quarterback
  • The player receiving the snap is the quarterback for that play, even if a different player says “hike.”
  • No player shall put the ball in play until it is declared ready-for-play by the head referee
  • The offensive team has 25 seconds to put the ball in play after it is spotted by the referee
  • Centers may adjust the ball, including picking it up to reposition it, before each play so as long as he/she does not do it in a manner to intentionally draw defense off sides
  • All offensive players must be within 15 yards of the ball when it is snapped and be set for one full second before ball is snapped
  • If the ball hits the ground after the snap and before the quarterback has possession, the ball is treated like a fumble and is dead immediately at the spot where it hit the ground.
  • If the game is in stoppage time the clock continues to run.

BLOCKING

Definition:  Blocking is considered the movement, whether deliberate or unintentional, that impedes a defensive player’s pursuit of the ball carrier, unless movement is to avoid personal injury (as interpreted by the referee).  This also includes the deliberate or unintentional movement of limbs by a stationary player (i.e., shoving or clothes-lining your friends on the other team).  More leeway may be given to players moving at the time of a reception, but this is up to the referee’s discretion.

No active “blocking” on the field is allowed in ZogSports touch football.  (Penalty:  10 yards from line of scrimmage; replay down.)  A player may use his body to shield another player by having their arms by their sides or behind their back, if that player is not moving or is giving ground.  In this instance, the player must not initiate contact.  There is also no contact permitted at the line or downfield by any defensive player guarding a receiver (bump and run).  All players must try to avoid contact with any player on the football field.

OFFENSIVE PICKS

An offensive pick is when the receiver purposely runs into/blocks the progress of/or stops in front of a defender allowing the other receiver to get open.  You cannot do this.  The referees will be watching this very closely.  The penalty is 10 yards and loss of down.

NO CONTACT AT LINE OF SCRIMMAGE

  • Player acting as offensive lineman must have hands behind his/her back when protecting their quarterback from pursuing defensive rushers
    • They MAY MOVE SIDE-TO-SIDE DURING THE FIRST 4 SECONDS OF THE 5-SECOND COUNT, BUT THEN MUST STAY IN PLACE
    • The offensive lineman should not run backwards into the backfield
  • Offensive lineman can position their body at any particular angle in an attempt to direct the rushers to a particular area, but they may not physically direct them
  • There is no contact at or behind the line of scrimmage by either the offense or defense
  • THE OFFENSIVE LINEMAN IS AN ELIGIBLE RECEIVER

RUSHING THE QUARTERBACK

EACH TEAM WITH A FULL ROSTER MUST KEEP AT LEAST 1 PLAYER ON THE DEFENSIVE LINE (Within a 2 yard radius of the center/quarterback).

At no point may the Defensive Line player drop back into coverage.

5 MISSISSIPPI COUNT – Defense may not pursue the quarterback behind the line of scrimmage until completing a 5 MISSISSIPPI count at normal speaking cadence, as determined by the referee (players must use Mississippi count; 1-One Thousand, 2-One Thousand…etc. count is not allowed.)

THE 5 MISSISSIPPI COUNT MAY BEGIN AS SOON AS THE BALL IS SNAPPED BY THE CENTER, NOT WHEN AN OFFENSIVE PLAYER YELLS HIKE

WHEN YOU CAN RUSH (cross the line of scrimmage)

After 5 MISSISSIPPI count defense can rush

The 5 MISSISSIPPI count may only be made by the defender on the line

The quarterback may not run even after the defense completes the 5 MISSISSIPPI count until the defense chooses to rush the quarterback by crossing the line of scrimmage

After the five-second count is completed, any number of defensive players may rush even if the defender on the line does not rush

CHANGE OF POSSESSION IN BACKFIELD

If the ball changes possession in the backfield (i.e., is handed off), the defense may rush immediately

If the offense fakes a change of possession and the defense advances across the line of scrimmage, no foul will be called if the defense returns back to in front of the line of scrimmage immediately, and continues the 5 MISSISSIPPI count

If the team on defense is short 1 player, they can choose not to play anyone at the line of scrimmage.  If they choose this option, nobody is permitted to rush the quarterback on that play

PENALTIES

Defense

Fast Rush Count – If in the eyes or ears of the referee, the count is made too quickly, or not loud enough, 1 warning will be issued to the defense.  If this occurs again – 5 yards and replay down – offense may decline penalty if positive yardage was gained

Defensive Offsides – If any defender crosses the line of scrimmage before 5-Mississippi is fully uttered – 5 yards and replay down – offense may decline penalty if positive yardage was gained

Not Leaving a Defensive Player on the Line of Scrimmage/Defensive Lineman Drops Back into Coverage – If in the eyes of the referee the defense does not leave a player on the line of scrimmage or that player leave the line of scrimmage to drop back into coverage – 5 yards and replay the down – offense may decline penalty if positive yardage is gained

Offense

QB illegal forward pass/illegal run – the QB crosses the line of scrimmage and then throws a forward pass OR runs before defense rushes. 5 yards and loss of down – defense may decline penalty

Offensive Offsides – When any part of the offensive player’s body is beyond the scrimmage line before the ball is snapped – 5 yards; play is blown dead after the snap

If an offensive player moves past the line of scrimmage/starts to run before the ball is snapped, he/she may reset him/herself before the ball is snapped without penalty

PLAY SHALL CONTINUE UNTIL

  • Ball carrier has their flag pulled
  • Ball carrier touches the out of bounds line with any part of his/her body
  • Ball carrier scores.  Ball must break goal plane for touchdown or conversion
  • Ball touches the ground as a result of a fumble, punt or incomplete pass or even while in a player’s hand
  • Ball carrier’s knee touches the ground
  • Ball carrier slips or falls, or any part of his/her body (except feet or hands) touches the ground, the ball becomes dead

COMPLETE/INCOMPLETE PASS 

  • A forward (overhand or underhand) pass is complete when
  • Caught by any player of the passing team (who has at least one foot in bounds) beyond the line of scrimmage
  • Caught in bounds simultaneously by opponents – ball becomes dead and is awarded to passing team at spot of catch
  • Player that has ball control and is pushed out of the end zone/sideline will be considered inbounds/TD/extra point

A completion is NOT:

A ball caught behind the line of scrimmage and run for positive yardage

A running play for positive yardage

A ball caught by a player who was out of bounds and comes back in to catch the ball.

If the receiver was forced out of bounds by an opposing player, he/she will still be eligible upon returning inbounds

Note:  However, if the player who went out of bounds is the 2nd player to touch the ball, it is a completion (i.e. deflected off a defensive/offensive player)

After a fourth down incomplete pass, the ball goes back to previous spot.

HANDOFFS

Handoffs are permitted.  When this change of possession occurs, the defense may cross the line of scrimmage immediately (does not need to complete the 5-second count).  Remember though – NO BLOCKING

KICKOFFS 

There are no kickoffs.  At the start of the game and after every score, the team taking possession of the ball will start at their own 2-yard line

FUMBLES/INTERCEPTIONS/TURNOVERS

Fumbles

A fumble is not a turnover; it is a dead ball (at the spot where the player was, in the determination of the referee, when he/she first lost control of the ball)

If a player on either team takes possession of the ball, prior to the ball hitting the ground, possession goes to that team and that player may attempt to advance the ball towards his/her own end zone

A fumbled lateral DOES NOT CHANGE POSSESSION

An intercepted lateral DOES CHANGE possession

There is no stripping of the ball

Interceptions

Interceptions of forward passes may be advanced by the defense.  If a defensive and offensive player appear to both have possession or are struggling for possession, the reception is granted to the offense

Interceptions can be returned

Laterals are permitted after an interception, but forward laterals are illegal – 5 yards from spot of thrown lateral. Play blown dead at time of penalty

Turnovers

  • If a turnover occurs during a 1-point PAT, the play will be called dead
  • 2-point conversion attempts may be intercepted and returned for 2 points

LATERALS

A lateral is an underhand/overhand toss of the ball to a fellow team member next to you or behind you.  If the lateral is behind the line of scrimmage, the player who formerly had possession of the ball may go downfield and be considered a receiver.  A lateral may never go forward.

Penalty:  Illegal forward lateral – 5 yards from the spot of the thrown lateral.  Play blown dead at time of penalty

PLAYERS IN MOTION

One player may go in motion before the snap, but must be set for 1 full second prior to the snap.

SUBSTITUTIONS/IN THE HUDDLE

A team is permitted to substitute players before each play.  They must do so from the same sideline/endline for the entire game.  Players must be set on the field for nearly one full second before the snap.

If you do not have your full amount of players on the field at the time the ball is snapped, players will not be permitted to enter the field of play until the current play is blown dead by the referee.

PENALTY – Illegal substitution – 5 yard penalty after the play is completed – may be declined by the offense/defense.

Teams may not have more than 8 players in the huddle.

NEW: Once the offense is set on the line of scrimmage, no substitutions should be made

PENALTY – Illegal substitution – 5 yard penalty before the ball is snapped.

PENALTIES 

Delay of game – The offensive team must put the ball into play 25 seconds after referee has signaled ready for play. Referees will give a count from 5 down to zero before calling this penalty – 5 yards; play is blown dead at zero on the play clock

Too Many People on the field – No more than 8 players on the field at one time.  Penalty will be assessed after discovery.  Only called if a play is run with illegal participation – 5 yards; replay down.  May be declined

Offensive offsides – When any part of the offensive player’s body is beyond the scrimmage line before the ball is snapped – 5 yards; play is blown dead after the snap.

Defensive offsides, encroachment and fast rush count – A player is offside when any part of his/her body is beyond the line of scrimmage or in the neutral zone when the ball is snapped, or when crossing the line of scrimmage before the 5 Mississippi count is over. 5 yards; replay down – offense may decline penalty if positive yardage was gained

Illegal Motion – After a shift or huddle all offensive players, after assuming a set position, must come to an absolute stop. They also must remain stationary in their position without any movement of their feet, heads or arms, or swing of their body for a period of at least one second before snap – 5 yards; play is blown dead after the snap

QB illegal forward pass/illegal run – the QB crosses the line of scrimmage and then throws a forward pass OR runs before defense rushes. 5 yards; loss of down – defense may decline penalty

Intentional grounding – A QB may throw the ball away, however the ball must cross the line of scrimmage or it is a penalty – 5 yards; loss of down

Illegal forward lateral – A player cannot throw/lateral the ball forward after they cross the line of scrimmage (e.g., after a completion or during a run) or after an interception – 5 yards from the spot of the thrown lateral.  Play blown dead at time of penalty

Blocking – No player may use his hands to block opponent.  A player may only use his body to shield another player by having arms by his side, and do so either by not moving or by giving up ground – 10 yards from the line; replay down

Illegal contact/holding (before ball is thrown) – Defender/receiver may not make original contact with a defender/receiver, nor may he use his hands or arms to hang onto or encircle the opposing player. The defender/receiver cannot extend his arms to cut off or hook a defender/receiver causing contact that impedes and restricts the defender/receiver as the play develops, nor may he maintain contact with the defender/receiver – 10 yards; replay down

Offensive picking – The offensive team may not initiate a pick/block while in motion. If a catch is made after a clear pick, it will be ruled no catch – 10 yards; loss of down

Defensive pass interference (when ball is in the air) – It is pass interference by either team when any player movement beyond the line of scrimmage significantly hinders the progress of an eligible player (e.g., grabbing player while running) or their chance to catch a pass, gain position, or retain position to catch the ball.  If both offensive and defensive players are clearly going for the ball, any contact will be considered incidental unless prohibited as stated.

  • The ball must be considered catchable by the referees for a pass interference call – 1st down at the spot of foul, if in the end zone ball is spotted at the one yd. line – may be declined

Offensive pass interference – See Defensive pass interference – 10 yards; loss of down

Diving To Gain Extra Yardage – a player with possession of the ball may not dive to gain extra yardage (e.g., into the end zone in an attempt to score a touchdown or past midfield to get a first down).  15 yards from the spot of the dive; A second dive will be also treated as an unsportsmanlike penalty, meaning 15 yards for diving and 15 yards for unsportsmanlike, totaling 30 yards from the spot of the dive

Unsportsmanlike conduct – including an illegal tag, grabbing and holding onto the shirt, excessively rough two-hand touch, tackling or pushing, abusive or insulting language to another player or referee, taunting opponent or similar theatrics before or after the touchdown.  15 yard penalty.  If after touchdown, will be assessed on conversion

  • 2 unsportsmanlike penalties to 1 player in 1 game – player automatically ejected from the game and has a one-week suspension.
  • Any player fighting or abusing the referee will automatically be ejected from the game without a warning.

Note:  If a team commits a loss of down penalty on 4th down, the ball is turned over to the defense.

INADVERTENT WHISTLE 

If a referee inadvertently sounds his/her whistle during a play, the play is immediately dead.  If during a run, it is the offensive team’s ball at the spot of the ball at the time of the whistle.  If a legal pass or snap is in flight, or during a punt, the down will be replayed.

STANDINGS

Wins, Losses and Ties

  • Win – 3 points
  • Loss- 1 points
  • Tie – 2 points
  • Forfeit – 0 Points

TIE BREAKERS FOR PLAYOFFS/SEEDINGS

1.     Head-to-head competition (among all tied teams)

2.     Record against other teams in or tied for playoffs (winning percentage – i.e., 0-1 is same as 0-2, but 1-3 is better than 0-1)

3.     Number of wins

4.     Record against next best common opponent

5.     If team forfeited or did not send of referee, loses tie breaker if others don’t resolve seeding

6.     If none of the above tie breakers resolve seeding, ZogSports will execute a coin toss

OVERTIME (PLAYOFFS) 

  • During regular season play, all ties will be scored as a tie
  • Playoffs – Four-Downs and Out format applies from 10 paces/yards from goal line
  • A coin toss, rock/paper/scissors, odds/evens with the winning team deciding on first or second possession
  • Teams will attempt to score in the same end zone
  • If a team scores, they will have the opportunity to go for 1 or 2 on the PAT
  • All gender rules apply in overtime games
  • An interception will result in a team losing its possession – they may not be returned for any points
  • The game will be decided when one team scores more points in the rotation
  • No 1st downs will be awarded except in the case of a penalty

ZogSports is a charity-focused, co-ed social sports league

While we appreciate the level of competitiveness in our league, we do not tolerate any unsportsmanlike behavior.  This includes anyone who:

Antagonizes players on other teams or their own teammates

Exhibits excessive uncontrollable play

Inappropriately “mouths off” to the referee(s)

Verbally or physically threatens a member of our staff

Any player ejected from a game will be suspended for a minimum of one game

ZogSports reserves the right to remove any player from a game(s), season and/or future season

ZogSports reserves the right to remove a full team from the schedule and/or future seasons if we feel they are unable to participate in a manner in keeping with ZogSports’ mission to provide a fun, charity-focused, co-ed league

HAPPY HOURS 

Go to ZogSports designated bar

Have fun!

WEATHER POLICY: The ZogSports’ policy has always been to play no matter what the weather is like (it is football after all).  On the turf fields we will only postpone games if there is a serious hurricane/thunderstorm.  Games on grass fields may be postponed due to rain.  In some cases heavy rain on Saturday could affect grass field games on Sunday.   If you are concerned about games being postponed you can check to see if games are on in 2 ways:

Weather Alert Page: https://play.zogsports.com/weather-alert-hotline 

You can also try calling the weather alert hotline, but due to the potential of a high volume of calls coming in at the same time, we recommend the website’s weather alert page.

Weather Alert Hotline: 332-213-9023

The weather alert page and hotline are only changed if games are postponed.  If the message or posting is old, the games are on as scheduled!

LIGHTNING – In the instance of a thunderstorm, we will take the necessary precautions to ensure that everyone is safe, and then we will re-assess whether or not games will continue to be played. If lightning strikes, we will clear the fields and wait at least ten minutes for the storm to pass. If the storm clears after this break, we will continue to play games. If lightning continues to strike after ten minutes of waiting, we will call the games.

CODE OF CONDUCT: The Participant’s Code of Conduct applies to all ZogSports participants. You can access the ZogSports Participant’s Code of Conduct HERE.

Markets: New York