All players must be registered prior to playing any games
Allow 1 week for registration
1 hand touch only (no slapping, punching, pushing, kicking etc...)
teams will provide own game (must be official CFL/NFL ball) NO rubber balls
50 minute game running time(2 x 20 minute halfs and 5 plays each half)
50 minute game running time(2 x 20 minute halfs and 5 plays each half)
3 minute break in-between halves
6 players aside (includes quarterback) but teams may start game with 5 players
4 downs for the field, must complete all four downs (no kicking/punting plays)
If ball hits ceiling, dead ball and loss of down
running back does not have to set up in the backfield
If opting for a running play, running back may be any player on your side of scrimmage.
4 loud steamboats and rush, REFEREES WILL COUNT STEAMBOATS IN ALL GAMES
once 4 steamboats is counted, counter and other defensive players may join in the rush
1 foot inbound on all catches = completion. (Primary foot must inbound first)
6 points for a touchdown
1 or 2 points for a convert (Convert must be another play, either passing or running)
2 points for a safety
Fumbled balls are dead balls
Fumbled after reception, ball is dead at the place of fumble
Fumbled snap - ball is dead, loss of down
All teams must have matching base uniforms (T-shirts allowed)
All uniforms must be numbered
ID must be carried in case of protest
Any team protesting a game must do so in writing within 24 hours and submit a non-refundable $50.00 deposit
Only turf and running shoes may be worn
TEAMS WHICH FORFEIT GET A GAME $100.00 FINE
Mercy rule Game is deemed over when a team is winning by 30 or more points with 2 min. left in the game
If a team is winning by 21 points or more at the end of the second half the last 5 plays will not be played
plus/minus will only apply after head/head has been applied or if teams did not play each other
Any diving with the ball to avoid a touch will be placed at the spot of the dive
Any lowering of the head top avoid a touch will result in a dead ball at the spot of the lowering
Each team responsible to pick up own ball, if delay in retrieving ball 20 second count will commence
If opting for a running play, running back may be any player on your side of scrimmage
running back does not have to set up in the backfield
Steamboats count begins once the ball is lifted off the ground by centre, regardless if quarterback calls hu
offside by the counter occurs when any part of the body is over the line of scrimmage
Who ever receives snap is deemed the quarterback. Quarterback can scramble but cannot cross the line of scrimmage, if he/she crosses the line of scrimmage, play is whistled dead and loss of down
Steamboat counter must be within 5 yards of line of scrimmage. When near end zone, steamboat must be no further back than goal line. Once 4 steamboats is counted, counter and other defensive players may join in the rush
deflections or tipped balls which are caught are dead at point of deflection
out of bounds sidelines – if an offensive player is pushed out of bounds player is still eligible, if player goes out of bounds on his/her own player is ineligible for for catch or play = loss of down if caught by ineligible player.
rear end zone line is not live (in play) unless resulting in a catch play
No spikes or cleats to be worn
Penalties
1 hand touch only (no slapping, punching, pushing, kicking etc...)
taunting – There will be no taunting of opposing players = 5 yard penalty
spiking – any spiking of the ball at any time = 5 yard penalty if spiking occurs after a touchdown the offending team will be penalized 5 yards on the convert
No swearing/threatening at officials or opposing players = loss of down + series ejection and or game ejection. + 15 yard penalty
ANY PERSON STRIKING DIRECTLY OR INDIRECTLY or THREATENING AN OFFICIAL OF THE UTFL WILL BE SUSPENDED FROM THE LEAGUE INDEFINITELY. NO IF’s AND’s or BUT’s
delay of game = 5 yard penalty loss of down
defensive holding = down over and 5 yard penalty
offensive holding = loss of down and 5 yard penalty
defensive pass interference = down over and ball spotted at the spot of the foul
offensive pass interference = loss of down and 5 yard penalty
tackle = Game Ejection and 15 yard penalty
2nd right to the ball: Any player has second right to a ball after being tipped or deflected
a player who interferes with another player, ie grabs hands or in someway prevents a player from catching a tipped or deflected ball is guilty of Pass Interference when the ball remains catchable
penalty Catchable Balls: Defence = pass interference at the spot of the foul and repeat down. Offence=5 yard penalty and loss of down. Non Catchable Balls: Defense 5 yard penalty and repeat down. Offense 5 yard penalty and loss of down
aggressive hand or body contact either before or after a reception (co-incidental contact allowed, both players going for the ball) = 15 yards down over and completed yards
aggressive Pushing out of bounds = 15 yards down over and completed yards
when player with the ball is running with the ball, team members cannot interfere with play, no hand blocking or impeding allowed
any defensive rough play or flag against the receiver in the end zone is an automatic touchdown or convert
any offensive rough play in the end zone is a loss of down & 5 yard penalty or loss of attempt at convert
any additional rough play or roughness not mentioned above is at the discretion of the official. Offending player(s) will be cautioned and/or removed from the game and/or face possible suspension. (Game ejection = $20.00 fine)
fighting any person(s) fighting, automatic game ejection and banishment from the league as well as monetary team fine of $500.00
a breach of any of the above deemed to beaggressive by an official, can be followed up by game ejection of the player(s) or team from the game and/or banishmentfrom the league
By participating as a player or member of any team in the Ultimate touch football league, you accept and abide by the rules stated above