How to Play

This rulebook outlines our style of play for contact tag American gridiron football. OFL-style football is amazingly similar to other codes of gridiron football, with some critical differences.

Game structure

Here is a brief outline of the most important aspects of our game. It’s recommended to review the entire rulebook before playing a game, especially for players who wish to be considered for a leadership role, like team captain or even QB.

  • Timing – The game runs in two 45 minute halves with the clock running continuously. There are no time stoppages for out of bounds, incomplete passes, or penalties, etc. There is a 5 minute warning given in each half. And a 40-second play clock for the offense to huddle and scheme their play. Tactics used to game the clock are considered poor sportsmanship, like intentionally allowing the opposing team to score to get the ball back, or taking a knee – which will result in a 15-pace penalty and loss of down.
  • Tagging – Since we play two-hand touch, it is crucial to understand proper tag technique for a successful game experience. In order to tag a player, contact must be made with both palms on the body. Tags with only the fingers or fingertips are NOT considered a complete tag. The ball does not count as part of a tag, e.g. you tag a player on the back with one hand and the other hand on the ball. When you tag someone, yell “Down” and remain at the exact spot you made the tag so we can quickly determine the spot. Ballcarriers may extend their arm to prevent a tag. In the case that an arm is extended, it will not be eligible as part of the tag.
  • Field of play – Our field is always 90 total yards in length, divided into five 15-yard sections (75 yards) for first downs, with two endzones 7.5 yards long. The width of the field will vary depending on the number of players in the game. For detailed measurements, see the section The Field below. The field is either set up with a boundary line or set of cones and endzones are distinguished with a set of pylons.
  • Player positions – The game allows for up to 11 players on the field for each team. It is expected that players will play a role on both offense and defense. Generally, teams may decide amongst themselves who will play at which positions. On offense, there are a maximum of 5 eligible receivers allowed at any time. In order to give everyone a fair chance to play skill positions, it is expected that eligible receivers from a previous drive switch with those on the offensive line on the previous drive. The only exception to this is if the team has decided on a permanent QB. The permanent QB does not have to switch to any other role throughout the game. There are no switching requirements for the defense, teams may scheme their own defense how they wish, taking into consideration each player’s desired role.
  • Blocking – Some blocking is allowed in the game. Players may engage in a block above the waist, with arms extended towards a player’s chest, within the shoulders. Absolutely no shoulder checking, clipping or clotheslining allowed. While engaged in blocking, hands pressed against a player must remain open at all times.
  • Line of Scrimmage – On the field are four cones which indicate 1st downs. Offenses will need to reach the next cone from the spot in order to reset the downs and continue their drive. It is expected that teams might end up spotted somewhere in between cones on a new set of downs. In this case, the distance from the next cone will determine whether a second cone will be added to the line to gain. If the spot is 8 or fewer yards from the first cone, it will require the second cone to reach a new set of downs. This can result in either “1st and short” or “1st and long” situations.
  • Scoring – There are several ways to score points. A touchdown will award 6 points, a field goal will award 3 points. A team can also attempt a drop kick field goal which is worth 6 points (no PAT conversion). Point After Touchdown attempts are either worth one or two point(s). Teams can elect to take an automatic one point conversion or attempt to score from the 3-yard line to two points. A safety awards two points to the defending team. There is no mercy rule that ends the game, teams can score as often as they are able to over the span of the game. In the case of a tie at the end of regulation, the game simply ends in a tie, unless it is a playoff game which will be continue with a sudden-death overtime period.
  • Anyone can play in Our Football league. It’s important to understand that people have varying levels of skill which we try our best to equalize to create a competitive experience. The best games we play are those with friendly teammates that wish for everyone to have fun at the game. Always remember that the key goal is to have fun every week in a recreational game. And your teammates will change every week, so it is important to treat everyone with kindness and good sportsmanship.

If this format interests you, but we don’t offer any games in your area, feel free to build your own group following these guidelines. All it takes to grow a strong club is passionate players.

The Field

The dimensions of the field normally are 75 yards long, plus two end zones, each 7.5 yards deep, with the width changing depending on the number of players.

Players/sideYards
525
630
733
839
943
1048
1153

The field has four first down lines marked by cones. There are no hashmarks.

First downs

The offense has four downs to reach the next ‘line to gain’ (marked by a cone) otherwise the ball is turned over.

The field is 75 yards long (plus two end zones) and is broken into segments, each 15 yards long and marked by a cone. These cones mark the ‘line to gain’ and the goal lines.

The lines-to-gain do not move or change. It is typical that offenses may encounter both “1st and short” situations or “1st and long” situations. On a new set of downs, if the ball is spotted further than half the distance to the nearest forward cone, that is a “1st and short” situation. If it is spotted within half the distance behind the nearest forward cone, that is a “1st and long” situation and the line-to-gain cone is the one beyond the nearest cone.

Teams

Teams can have up to eleven players on the field at a time. Substitutions, should there be more than eleven players on a team, can be taken during any dead ball situation.

Teams are determined every week, the evening before the game based on the number of attending players. In order to balance the teams and create a competitive experience, rosters are randomly generated using the club app, Reclub‘s team randomizer. Some changes may be made to the teams on gameday, either at the start or half-time of the game depending on the perceived balance of the teams or number of players.

Team captains

Team captains are chosen based on character and understanding of the game. It is imperative to the spirit of OFL that all players display integrity, compassion, fairness, and compromise. Any player can achieve captain status, but must first be approved by the commissioner.

Each team has a team captain. The captains will decide on situations like the initial kickoff, penalties, and Player of the Game accolades.

The two captains will confer with each other and the Commissioner on controversial situations. If the two captains cannot agree on a course of action, the Commissioner will rule on the play.

Uneven teams

In the event that teams have unequal numbers the following rules apply:

  • Last player to arrive at the field will switch teams at the half
  • Teams flip for who has the extra player in the first half (winner of toss decides)
  • Linemen on the team with the extra player may not receive any forward pass, even if behind the line of scrimmage
  • The team with the extra player must send in enough extra blitzers so as to expose the exact number of defenders against the exact number of eligible receivers (five, maximum). All blitzers must cross over the neutral zone with their feet
  • The quarterback on the team with the extra player may not cross the line of scrimmage (QB scramble)
  • The team with the extra player may only throw one forward pass per play

Scoring

Teams can score touchdowns, field goals, or safeties.

Seven points are awarded to a team that scores a touchdown. The scoring team can elect to attempt a two-point conversion play from three yards from the goal line. If they are successful, they are awarded eight points. If they are not successful in the conversion, the touchdown is worth six points.

A two-point conversion can be run back by the defense for two points (safety).

A touchdown is scored when an offensive player has control of the ball and has one foot (or the majority of his or her body while in a prone position) in the end zone. As with all catches, if there is any controversy regarding one foot inbounds leeway is given if the player has completed a “spectacular” catch.

Three points are given for a standard field goal, held by a teammate and kicked from the ground. Missed field goal attempts are spotted at the spot of the kick attempt.

Six points are given for a drop-kick field goal.

A safety (two points) is scored when an offensive player is tagged in his or her own end zone or when an offensive player kicks the ball or fumbles the ball out of bounds through his/her own end zone. A safety is worth two points for the defensive team and the offense must kick off back to the defense from their own fifteen-pace line.

On the final play of regulation if the team down is losing by eight points or more they are awarded an “X Point Play” worth however many points it will take to tie the game.

Game timing

The game is played in two 45-minute halves, plus extra time in the second half. The clock runs without stoppages except for injury and briefly when five minutes remain in each half to alert players of the time remaining. Teams do not have any timeouts to use throughout the game. The referee/Commissioner keeps the game and play clocks, however, it is the responsibility of teams to be aware of the time.

When time expires in the first half, play is over. The sole exception is when the offense has set up to attempt a field goal—with the holder and the kicker in position—and time runs out before the defense has set the goal posts. In this scenario, the offensive team is allowed to attempt the field goal after time has expired.

When time expires in the second half, the team with the ball may continue their possession, unless they are in the lead, in which case the ball is immediately turned over to the team trailing for a single extra-time final possession. The team trailing recovers possession at the spot of the ball when the clock reaches 0:00 or when a play begun just before has ended. The sole exception is when the offense has set up to attempt a field goal, with the holder and the kicker in position, and time runs out before the defense has set the goal posts. In this scenario, the offensive team can attempt the field goal after time has expired and the team behind takes possession on the subsequent kickoff or the kicking spot, if the field goal is unsuccessful.

If the team trailing scores within one minute of regulation and is still losing, the ensuing kickoff is flipped—the scoring team receives the kickoff (thus avoiding a turnover at 0:00 during a kickoff).

Teams, regardless of the score, can not “take a knee”, in an attempt to game the clock. This results in an unsportsmanlike penalty (15 yards).

The team losing cannot punt during the final two minutes of the game.

Allowing an opponent to score so as to game the clock is considered bad sportsmanship.

If tied at the end of regulation, the game will end as a tie, except during playoff games which must continue to a sudden-death overtime period (until there is a winner).

The Commissioner maintains the clock. Any clock malfunctions are part of the game.

Play Clock

After a play, and once the ball has been re-spotted—typically by the defense—the offense has 40 seconds to huddle, call a play, and snap the ball to restart play.

Legal tag area

An offensive player is considered “down” when a defensive player tags the ball-carrier with two hands fully contacting the body (one hand if the player is on the ground). Touching the arms only, or only clothing (i.e. a small bit of T-shirt or the scrimmage vest), or tagging with fingertips, does not constitute a successful tag. When the carrier has an arm extended to prevent a tag, it is not considered part of the legal tag area.

The ball does not count as part of the body.

The defender—once he has made the tag—should then loudly say “Down!”. Yelling “down” before actually tagging a ball-carrier is a penalty. As the play stops when a defender says “Down”, phantom or incorrect tagging is an 8-pace penalty and automatic first down.

An offensive player is considered “down” when a defensive player tags with the ball-carrier with two hands fully contacting the body (one hand if the player is on the ground). Touching only clothing (i.e. a small bit of T-shirt or the scrimmage vest), or tagging with fingertips, does not constitute a successful tag. Additionally, the ball does not count as part of the body.

The play may also end if a runner declares himself down by falling to the ground and makes no effort to advance, or has stopped advancing due to injury, or because he believed he was tagged.

Grabbing a ball carrier’s clothes to stop him is a penalty. Grabbing clothing to stop a ball carrier or pass rush, or to shed a block is a penalty (8-pace penalty and automatic first down). Knocking a player down via a shoulder is a personal foul (15-pace penalty from the spot of the foul, and automatic first down).

If a defender grabs the ball carrier’s clothing or otherwise performs an illegal tag—in an obvious attempt to prevent a touchdown—a penalty touchdown is automatically awarded.

A QB is down the moment he is tagged, regardless of whether the arm is in motion.

A defender may not tag a quarterback under center without first crossing over the line of scrimmage.

Spotting the ball

Upon a tag of the ball-carrier, the ball is set at the new line of scrimmage and the spot marked by a flag. The flag can be set by either team, but a delay in placing the flag is a penalty on the defense.

There are no hash marks on the field. The flag and the ball is typically re-centered. However, provided the the offense is on-sides and the ball, flag and play clock have been set, play may resume immediately from anywhere on the line of scrimmage.

The neutral zone

The neutral zone before the snap is the width of the ball, and only the ball and the center’s hands may be in the neutral zone. At the snap, the neutral zone is extended downfield by the length of a player’s arm.

Defensive players may contact offensive players with hands (chucking receivers; fending off potential run-block) but cannot cross through the neutral zone (with their feet) and move into the backfield unless:

  • After a four Mississippi count
  • A blitz has been called
  • A fumble
  • The QB no longer has ball in hand
  • Offensive players are blocking with feet into or past the neutral zone

Likewise, offensive players can make contact with defenders in the neutral zone with hands, but cannot maintain contact with their feet in or past the neutral zone on a forward pass, before another player has touched the ball. Ineligibles cannot move past the neutral zone on a forward pass until the ball (or punt) has crossed over the neutral zone.

Note, there is no pass interference for passes that do not cross past the neutral zone, offensive or defensive, or for deflected balls.

If a forward pass is thrown across the neutral zone, offensives can actively chuck defenses across the neutral zone and then block in their own backfield, but may not block a defender with feet in or past the neutral zone.

In the case of a backward pass, handoff or other running play, the offense can immediately contact defenders and block them downfield, while defenders can actively shed blocks and cross into the neutral zone if the offensive linemen step into or through the neutral zone.

Equipment

All field equipment, such as boundary cones, marking flag, game ball, and team pinnies will be provided by the commissioner. Players wear black or gold to distinguish what team they are on. The commissioner provides scrimmage vests in these team colors. A player may also wear a shirt in either gold or black depending on their assigned team. OFL is also currently designing jerseys to offer with player names and numbers. You may learn more about ordering one by contacting the commissioner.

Players are responsible for being prepared and bringing their own gear for the game. It is highly recommended to bring cleats — any cleats with metal spikes are NOT allowed — as well as comfortable athletic clothes and water.

X-point play

At the end of a game, if one team is losing by more than 8 points, that team is allowed a single final drive to tie the game. If the trailing team was in possession of the ball when the game ended, then the drive will continue from the current spot with current down and yards-to-go. If the trailing team is not in possession of the ball at the end of the game, possession will be turned over at the current spot. They will be allowed to continue play with a new set of downs, proceeding with the game as normal.

If the team successfully scores a touchdown, on the ensuing PAT, the team must score the X-point conversion to tie the game. The play will be a attempted 3 yards from the goal line. The X-point is always worth however many points it takes to tie the game.

In playoff games, a tie sends the game to sudden death overtime. If an X-point play was used to tie the game, the team previously in the lead is given the choice of initial possession or side of the field.

Offense

Formations

Only five offensive players besides the quarterback may be eligible to catch a forward pass. If teams have seven a side, the center is automatically ineligible. If more than seven a side, the center and one lineman is ineligible, etc.

  • Ineligible players can receive a backwards pass or a “backwards moving” handoff.
  • Ineligible players can also receive a forward pass or a forward-moving handoff if behind the offensive line of scrimmage, but only after the defense crosses the neutral zone (i.e. after “four mississippi”, a blitz, a muffed snap or a fumble). Linemen on the team with an extra player may never receive a forward pass or forward-moving handoff.
  • Ineligible players must line up on the offensive line of scrimmage adjacent to each other, no more than an arm’s distance apart. The ball and the center’s hands can be in the netural zone.
  • Ineligible players must raise their hand as they approach the line so the defense can identify them before the ball is snapped.

There are no rules regarding number of players in motion; number of players on the line vs offset, etc.

Note: Offenses cannot re-huddle. Once the huddle has been broken there can be no re-huddle.

Blocking

Blocking is allowed. All blocking must be done with open hands and with arms fully extended. Additionally, the blocks must only make contact within the shoulders and above the waist. Any shoulder checking, clothes-lining, chop blocks, blocks in the back or head are forbidden. Severe penalties will be considered for any actions that risk player safety, including ejection. You cannot leave your feet to block. Keep blocks safe by engaging blocks within the shoulders and upper-body.

Downfield blocking on any forward pass is not allowed before the ball is touched downfield by receiver (or defender). For a forward pass which does not cross the neutral zone (e.g. screen pass or shovel pass) downfield blocking is not allowed before the ball leaves the QB’s hand.

Downfield blocking beyond the neutral zone immediately negates the “Four Mississippi” count, as does a muffed snap or a fumble, and the defense is free to immediately cross the neutral zone.

Offensive players can make contact with defenders in the neutral zone with hands, but cannot move past the neutral zone on a forward pass, before another player has touched the ball. Ineligibles cannot move past the neutral zone on a forward pass until the ball (or punt) has crossed over the neutral zone.

Passing

Any number of forward passes are allowed from behind the offensive line of scrimmage however a team with an extra player may only throw one forward pass per play. A player cannot pass to himself, unless the ball is first touched by another player.

A player must have his torso behind the line the scrimmage to throw a legal forward pass.

Once past the offensive line of scrimmage, only backward passes are allowed.

Backward passes are allowed from any player to any player at any time including to otherwise ineligible linemen.

An incomplete forward pass behind the offensive line of scrimmage is considered a dead ball, an incomplete backwards pass, including a muffed snap, is a live ball.

A drop-kick from scrimmage is equivalent to a forward pass. (No one has actually ever attempted this. Standard forward pass rules apply.)

Grounding the ball

A quarterback cannot intentionally throw the ball to the ground to avoid a sack unless the thrown ball lands clearly over the line of scrimmage, or, in the event the ball does not cross the line of scrimmage, a legal receiver is in the area. There are no rules regarding being ‘outside the tackles’.

Rushing

Rushing plays are legal and any player may run with the ball. The defense is free to cross the neutral zone the moment an offensive player is blocking with feet in or past the neutral zone, and/or the moment the ball leaves the quarterback’s hand.

Note: There is no ‘forward progress’ given on any advance. The ball carrier is down at the spot of the ball at the moment of the tag, regardless of the route they take.

The snap

The ball must be snapped from the ground (not from a standing position). The center must touch the ball to ground before snapping, even in bad weather.

If the quarterback is directly under center (for a direct snap), defenders cannot reach through the neutral zone for a tag, even on a blitz.

Offsides

Offensive players, if offsides on a play—moving into or beyond the neutral zone before the snap—can and must retreat back to their line of scrimmage and re-set while the play continues without penalty. If an offsides offensive player does not re-set, an offsides penalty will be called (8 paces; replay the down).

Defense

Tagging

Easily the most consistently controversial issue in an OFL game is the tag, thus understanding a legal tag is critical.

A legal tag must consist of two palms to the body of the ball carrier. Fingertips do not count as ‘hands’; nor does a piece of shirt or the ball count as ‘body’. Arms also—unless tight against the body—do not count. The ball or hands never count. See section Downing the ball carrier for visual examples. Our game is predicated on defenders accurately understanding if they’ve legally tagged the ball carrier.

The defender—once he has made the tag—should then loudly say “Down!”. Yelling “Down” before actually tagging a ball-carrier is a penalty. As the play stops when a defender says “Down”, phantom or incorrect tagging is a 8-pace penalty and automatic first down.

An offensive player is considered “down” when a defensive player tags with the ball-carrier with two hands fully contacting the body (one hand if the player is on the ground). Touching only clothing (i.e. a small bit of T-shirt or the scrimmage vest), or tagging with fingertips, does not constitute a successful tag. Additionally, the ball does not count as part of the body.

The play may also end if a runner declares himself down by falling to the ground and makes no effort to advance, or has stopped advancing due to injury, or because he believed he was tagged.

Grabbing a ball carrier’s clothes to stop him is a penalty. Grabbing clothing to stop a ball carrier or pass rush, or to shed a block is a penalty (8-pace penalty and automatic first down). Knocking a player down via a shoulder is a personal foul (15-pace penalty from the spot of the foul, and automatic first down).

If a defender grabs the ball carrier’s clothing in an obvious attempt to prevent a touchdown, a penalty touchdown is automatically awarded.

A QB is down the moment he is tagged, regardless of whether the arm is in motion.

Therefore as a defender, on a tag you should:

  1. Make sure you put some force into the tag. Hard tags are legal, as long as they’re not malicious.
  2. Hesitate to consider whether the tag was legal.
  3. Assuming it was, stay at the spot, raise your hand, and loudly announce the down.
  4. Maintain your position until the new neutral zone is set. The defense is responsible for spotting the ball.

Tackling or grabbing clothing is illegal (8-pace penalty from the spot of the foul and automatic first down). NEW: Intentionally preventing a touchdown in the open field via the grabbing of clothing is an automatic penalty-touchdown, worth 7 points to the team in possession.

A QB is down the moment he/she is tagged, regardless if the arm is in motion.

Defenders cannot reach across the neutral zone to tag a quarterback directly under center, even on a blitz. If the quarterback is directly under center The defender must have both feet through the neutral zone before a tag is allowed.

Defenseless players

It is illegal for a defender—while attempting to tag a pass-thrower or punter in the pocket, before, during, or just after the player delivers the ball, to knock the player off his feet onto the ground. Equally, it is illegal for a pass-thrower or punter to fake being knocked off their feet and claim penalty.

Additionally, it illegal to physically interfere with a player attempting to catch a punt or kickoff, unless, in the case of a kickoff, contact is inadvertent and during an obvious attempt to also recover the kick.

Pass Rush

Defenses count to “Four Mississippi” before crossing the line of scrimmage – unless:

  • The ball has left the quarterback’s hands via a pass, handoff, kick, or dropped ball.
  • There is any downfield blocking by an offensive player. Downfield blocking by the offense allows the defense to cross the line of scrimmage at will.
  • There is a fumble in the backfield or the snap has been muffed (i.e. the ball hits the ground or is dropped by the quarterback during the hike.)
  • The defense calls a blitz.

In any of these instances the defense can cross the line of scrimmage immediately.

Defenses do not have to rush the quarterback (they may choose to double-team a receiver instead), however they must audibly count to “4 Mississippi” anyway so everyone on the field knows what’s going on.

The “4 Mississippi” count can be quick but it must be audible across the whole field.

Intentional grabbing/pulling of clothing is not allowed under any circumstances, even for defensive linemen trying to shed a block. Grabbing is an 8 pace penalty from the spot of the infraction.

Defenders may not line up directly over the center.

Blitzing

Defenses are allowed one blitz per four downs. A blitz allows any number of defensive players to charge in without first counting to “4 Mississippi”, as long as someone audibly shouts “BLITZ!”. The player blitzing does not have to shout, but at least one defensive player on the field must shout it. Blitzing without yelling the word “BLITZ!” is a penalty (8 paces and automatic first down).

Fake or phantom blitzes are legal. Defenses can yell “Blintz!” or “Bits!” or “Shlitz” without actually blitzing (beer references are encouraged) in order to scare the offense into doing something stupid. Additionally, the defense can yell “Blitz” and not rush in, although they then lose their blitz for those four downs. Essentially, uttering the word “blitz” constitutes the use of the blitz play.

Defenses can also have a delayed blitz where they begin counting the Mississippi Count but then blitz mid-count.

An accepted penalty which re-plays the down allows the defense to blitz again.

Notes:

  • If the quarterback is directly under center (for a direct snap), defenders cannot reach across the line of scrimmage for a tag, even on a blitz. The defender must move his feet across the LOS before tagging.
  • No blitzes are allowed on 2-point conversions or X-Point Plays
  • Crossing the line of scrimmage without a valid count (example: crossing early before counting to 4 Mississippi) or blitzing twice per four downs is an “illegal blitz” penalty: 8 pace and automatic first down.

Pass Interference

Pass interference is only called if a player is clearly and obviously restrained (held, pushed) from attempting a catch. Unavoidable contact when two or more players are making a simultaneous, bona fide attempt to move toward, catch or deflect the pass is NOT pass interference. Additionally, a player unintentionally ‘in the way’ of a receiver will not be called for pass interference. There is no pass interference on fourth downs, regardless of ‘punting formation’.

Defenses are allowed contact to a receiver in the neutral zone (not 5 paces downfield), using open hands to the body. The neutral zone extends one arm’s distance downfield from the previous spot of the ball.

Fumbles

Fumbles are live balls and can be recovered by either team. In the interest of safety it becomes the responsibility of players not involved in the pile to quickly determine who has recovered the fumble and to stop play as soon as possible. As per regular football rules, joint-possession of a fumble (or pass) is awarded to the offense.

Touchbacks

Touchbacks are spotted 15 paces from the goal line (at the first cone). Players may take a knee in the end zone.

Offsides

Defensive players who’ve been drawn offside by a fake hand-off or (if blitzing) by a phony snap count, or by accident, can retreat back across the line of scrimmage and re-set while the play continues without penalty. If the defense does not re-set, an illegal blitz will be called.

Spotting the ball

The defense is responsible for collecting the ball and the scrimmage marker at the proper spot after the ball carrier has been downed. Purposely delaying this action during a “hurry-up” offensive series will be a delay of game penalty. An unsportsmanlike conduct penalty will be assessed if the spotting is continually delayed.

Upon the snap, the OFL neutral zone is extended by a player’s arm length from where the nose of the ball was after spotting.

Defending 2-point conversions and X-point Plays

On 2-point conversions, the defense can run back a fumble or an interception for 2 points (safety).

No blitzes are allowed on 2-point conversions or X-Point Plays. An unsuccessful X-Point Play ends the game.

Special Teams

Kickoffs

At the start of the game and of the second half, and after every score, there will be a kickoff. Kickoffs can either be punted or kicked from the ground (using a holder or a “heel-hole” in the ground.)

A “neutral zone” of fifteen yards from the spot of the kick is established before the kick. Players cannot enter this zone before the kick.

The ball is kicked from the a “Kicking Spot” (30 yards from the goal line; 15 yards from the goal line after a safety). If a holder is to be used the ball is held at that spot. If the ball is being punted, the kicker must kick the ball by the time he/she gets to the “Kicking Spot”.

The rest of the kicking team lines up fifteen yards behind the Kicking Spot (i.e. normally 15 yards from the goal line).

The receiving team can line up anywhere beyond the neutral zone (i.e. one cone away from the Kicking Spot).

The ball is considered live once it is kicked. The kicking team can recover a kick that has gone at least 15 yards, or has been touched by a receiver first, but cannot advance it.

The team in the lead may not attempt a purposeful onsides kick.

Kickoff returns are spotted at a sensible place in relation to a down marker to avoid starting drives in 1st-and-short situations. Thus, any returned kickoffs spotted such that there is less than 7.5 yards from a line-to-gain will be moved back to halfway between the two cones.

If a kickoff goes out-of-bounds the ball will placed at midfield.

Touchbacks on kickoffs only occur if the kick has exited the end zone without being touched by a receiving player. Touchbacks are spotted 15 yards from the receiving team’s goal line (the first cone). A safety is called if the receiving team is downed in the end zone, a safety is called. A touchback is not called if the receiving player “takes a knee”. There are no “fair catches” (a.k.a. “marking the ball”) either.

Field Goals

Held field goals are worth 3 points. Drop kicked field goals are worth 6 points. A field goal is a dead ball play—similar to a rugby penalty kick, or the rare fair-catch free kick in NFL.

When a field goal attempt has been declared, two defensive players must create goal-posts by raising arms laterally, touching fingertips to form an “H” shape and then side-stepping away from each other with two large steps. Fake field goals are not allowed.

No snap is necessary. On any field goal attempt the ball must be kicked off the ground, either via a holder or via a drop-kick.

Rushing is allowed against a field goal attempt from the goal-line only, and no fake field goals are allowed. The ball cannot be advanced by either team, even if blocked or short. The ball can be held (or drop-kicked) from anywhere behind the line the scrimmage.

  1. The defending team will receive the ball on a missed field goal attempt at the spot of the kick attempt.
  2. During a field-goal the defense may attempt to block the kick. Those players who are not positioned as the “goal posts” may line up on the goal line outside of the “posts”, and charge the ball and kicker just as the kicker has begun to move forward to kick the ball. Players may not touch the kicker but can bat down the ball. A batted field-goal attempt is a dead ball and the ball turned over at the spot of the kick attempt. Teams do not need to attempt a block of the kick but any attempt must start from the goal line. Attempting to block a field kick without having lined up at the goal line is an illegal procedure penalty (4 yards, & replay the down)

Punting

Teams may punt at any time*. Fake punts are allowed. If the punt bounces off a receiving player, or is fumbled after it is caught, it is a live ball. A punt that fails to cross the neutral zone continues in play, as if a fumbled ball. In that instance, all players, including the kicking team, may catch or recover the ball and advance it.

On punts, only three kicking team players (“gunners”) may cross the line of offensive line of scrimmage before the ball does.

Once the punted ball crosses the line of scrimmage. the punter should announce “kick’s away” so remaining players can proceed downfield. Sending more than three gunners is a four pace penalty (replay the down).

There are no “fair catches” (a.k.a. “marking the ball.”)

*The trailing team team cannot punt within the last two minutes of regulation.