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1. DURATION OF
GAMES
LENGTH OF
GAME
2 - 25 MINUTE HALVES Continuous
Running Clock - Clock will only stop on timeouts.
3-MINUTE HALF-TIME
2. NUMBER OF PLAYERS
THE NUMBER OF PLAYERS PER ROSTER
IS AT THE DISCRETION OF THE TEAM. PLAYERS MAN NOT BE ROSTERED ON
MORE THAN ONE TEAM
3. ROSTER FORMS
TEAMS WILL NOT BE PERMITTED TO PLAY
UNTIL SUBMITTING A COMPLETED ROSTER FORM AND LEAGUE FEE IS PAID IN FULL
Captains must be assigned with email address and contact phone number
provided.
PLAYERS MAY BE DROPPED OR ADDED TO THE
ROSTER UP TO THE START OF THE THIRD GAME. ONLY THOSE PLAYERS ON THE
COMPLETED TEAM FORM ARE PERMITTED TO PLAY.
IF THE REFEREE SUSPECTS A PLAYER NOT TO
BE ON THE ROSTER, THE BLAST RESERVES THE RIGHT TO ASK A PLAYER FOR
IDENTIFICATION. IF THE PLAYER CANNOT PROVIDE IDENTIFICATION, THE PLAYER
WILL NOT BE ABLE TO PLAY IN THAT GAME OR ANY OTHER GAME UNTIL
IDENTIFICATION IS PROVIDED. SHOULD A PLAYER BE IN VIOLATION OF THE
RULES, THE TEAM WILL THEN BE ASSESSED A FORFEIT FOR THAT GAME, WHICH
WILL BE RECORDED AS A 0-1 LOSS AGAINST THE TEAM. IF A TEAM DOES NOT HAVE
ENOUGH PLAYERS TO COMPETE, THE TEAM MUST FORFEIT BEFORE THE START OF THE
GAME AND WILL BE PERMITTED TO PLAY RECREATIONALLY. AT THIS POINT, ANY
PLAYER THAT THE TEAM PICKS UP MUST SIGN A WAIVER FORM SUPPLIED BY THE
BLAST MANAGEMENT BEFORE THE START OF THE GAME.
4. EQUIPMENT
EACH TEAM MEMBER ON THE FIELD MUST WEAR
MATCHING
COLOR JERSEYS OR SHIRTS TUCKED
IN. UNDER NO CIRCUMSTANCES WILL ANY PLAYER PERMITTED TO
PARTICIPATE IN ANY GAME WITHOUT A MATCHING JERSEY.
THERE WILL BE NO EXCEPTIONS.
ATHLETIC SHOES ONLY MAY BE WORN.
NO CLEATS ALLOWED.
PADDING AND HEADGEAR IS PROHIBITED. NO
LOOSE JEWELRY WILL BE WORN.
PLAYERS WITH CASTS WILL NOT BE PERMITTED
TO PLAY.
5. GAME SCHEDULING AND NO-SHOWS
GAMES WILL BE PLAYED ACCORDING TO THE POSTED LEAGUE SCHEDULE.
RESCHEDULE OF GAMES IN NOT PERMITTED.
A TEAM THAT DOES NOT SHOW UP FOR A
SCHEDULED GAME WILL NOT BE ELIGIBLE FOR PLAYOFFS. NO REFUNDS WILL
BE ISSUED.
GAMES WILL START PROMPTLY. THE CLOCK
WILL BEGIN RUNNING AT THE GAME START TIME. THERE WILL BE A FIVE MINUTE
GRACE PERIOD, WHILE THE CLOCK RUNS. A FORFEIT WILL BE DECLARED IF A TEAM
CANNOT FIELD THE MINIMUM OF 5 PLAYER.
6. REFEREES
REFEREE
DECISIONS ARE FINAL AND MAY NOT BE PROTESTED.
A PERSONAL FOUL WILL BE CALLED ON ANY
PLAYER SHOWING UN-SPORTSMAN LIKE CONDUCT, SUCH AS BUT NOT LIMITED TO,
TAUNTING, HARASSING, OR DELIBERATELY CAUSING UNREASONABLE TROUBLE.
VIOLATIONS WILL RESULT IN EJECTION FROM THE GAME.
PROFANITY WILL NOT BE TOLERATED AND
COULD RESULT IN AN UNSPORTSMANLIKE CONDUCT PENALTY.
ANYONE EJECTED FROM A GAME MUST LEAVE
THE PREMISES IMMEDIATELY. YOU MUST VACATE THE BUILDING IMMEDIATELY,
EITHER BY GETTING IN YOUR CAR AND DRIVING AWAY OR BY OTHER MEANS.
EJECTED PLAYERS WHO DO NOT LEAVE THE
PREMISES WILL BE SUBJECT TO A SUSPENSION AS DETERMINED BY THE
COMMISSIONER.
FIGHTING WILL not be tolerated. FIGHTING IS DEFINED AS
THE THROWING OF A PUNCH, PUSHING OF ANOTHER PLAYER OR INTENTIONAL
PHYSICAL AGGRESSIVE CONTACT.
FIGHTING WILL result in THE FOLLOWING:
-
a FORMAL POLICE COMPLAINT WILL BE FILED AND CHARGES WILL BE BROUGHT
AGAINST ANY INDIVIDUAL FIGHTING ON BLAST PROPERTY.
-
PLAYER OR INDIVIDUAL WILL BE BANNED FROM THE BLAST FOR ONE YEAR.
A TEAM CAPTAIN IS THE ONLY PERSON
PERMITTED TO SPEAK TO OFFICIALS. THE HEAD OFFICIAL WILL MAKE THE FINAL
DECISION. TEAM CAPTAINS MAY BE APPOINTED PRIOR TO THE GAME FOR BOTH
OFFENSE AND DEFENSE. ONLY THE CAPTAIN ON THE FIELD MAY QUESTION A RULE
INTERPRETATION.
ANY PLAYER LEAVING THE BENCH AREA DURING
AN ALTERCATION ON THE FIELD WILL RECEIVE AN AUTOMATIC EJECTION AND WILL
BE SUBJECT TO THE LEAGUE POLICY.
7.
LEAGUE RULES
THE HOME TEAM HAS THE CHOICE TO CALL
COIN FLIP.
TO START THE GAME, HALF, OR AFTER A
SCORE, THE BALL IS PLACED ON THE RECEIVING TEAM'S HALF CIRCLE
LINE. AT HALF TIME, TEAMS CHANGE ENDS. AND THE TEAM THAT RECEIVED
THE FIRST HALF IS ON DEFENSE TO START THE SECOND HALF.
THERE WILL BE NO KICK OFFS.
All snaps of the ball will be between the offensive players legs.
THERE WILL BE A 25-MINUTE TIME CLOCK FOR
EACH HALF. THE CLOCK WILL NOT STOP AT ALL DURING THE HALF UNLESS EITHER
TEAM CALLS A TIME OUT.
EACH TEAM WILL HAVE TWO (2) 15-SECOND
TIME-OUTS PER GAME.
IF A TIE EXISTS AT THE END OF
REGULATION TIME, THE FOLLOWING TIEBREAKER WILL BE USED:
THE BALL WILL BE PLACED ON THE
Mid-field LINE. THE OFFENSIVE TEAM GETS 4 DOWNS TO SCORE. IF THE
OFFENSIVE TEAM SCORES, THE BALL WILL BE PLACED ON THE
Mid-field LINE AND THE OTHER TEAM GETS A 4 DOWN POSSESSION TO
GET A FIRST DOWN. IF THE FIRST TEAM DOES NOT GET A FIRST DOWN AT THE END
OF THE 4 DOWN POSSESSION, THE OTHER TEAM GAINS POSSESSION AND GETS A 4
DOWN POSSESSION TO ACHIEVE A FIRST DOWN.
A PASSING PLAY ON AN EXTRA POINT
IS WORTH ONE POINT AND A RUNNING PLAY IS WORTH TWO POINTS. THE DEFENSE
CANNOT CONVERT AN EXTRA POINT. THE PLAY IS DEAD AND A CHANGE IN
POSSESSION TAKES PLACE ON THE EXTRA POINT.
5 X 5 FORMAT
1ST DOWNS occur passing the four zone markers.
A RUSH CANNOT BE LESS THAN THREE
AND A HALF YARDS AWAY FROM THE L.O.S AND NO MORE THAN FIVE (5) YARDS
AWAY FROM THE LINE OF SCRIMMAGE.
RUSHERS MUST AVOID BLOCKERS
AT ALL COSTS. IF THIS DOES NOT OCCUR, A BULLRUSH WILL BE CALLED AND
PENALTY WILL BE ENFORCED. IF A RUSHER SPINS TO AVOID CONTACT, THE
BLOCKER MUST REPOSITION THEMSELVES TO BLOCK THE RUSHER. BLOCKS TO THE
BACK WILL BE STRICTLY ENFORCED.
NO DOWNFIELD BLOCKING IS ALLOWED.
NO MOVING PICKS ALLOWED
IN THE RED ZONE DEFENSE MAY LINE
UP ONE YARD FROM THE L.O.S. AND ALLOWED TO RUSH
DEFENSE MAY BLITZ ANYTIME.
NO FUMBLES: BALLS DROPPED OR
FUMBLED ARE DEAD AT THE SPOT OF THE OFFENSIVE PLAYER WHEN BALL WAS
FUMBLED, NOT WHERE THE BALL HIT THE GROUND.
SNAP OF THE BALL TO THE QUARTERBACK MAY
NOT BE FIELDED ON ONE BOUNCE. IF THE SNAP HITS THE
QUARTERBACKS HANDS AND THEN BOUNCES TO THE GROUND THE BALL IS DEAD AT
THAT POINT. IF THE BALL IS SNAPPED AND HITS THE GROUND IN THE END ZONE,
IT WILL BE PLACED ON THE ONE YARD LINE.
A BALL SNAPPED OVER THE QUARTERBACK'S
HEAD IS DEAD AT THE POINT THE BALL HITS THE GROUND.(EXCEPT IN ENDZONE AS
PER PREVIOUS RULE)
A PASS THAT
HITS THE
NETTING IS CONSIDERED A DEAD
BALL AND AN INCOMPLETE PASS.
NO PUNTS ALLOWED.
WHEN A PLAYER HAS CONTROL OF THE
FOOTBALL AND FALLS TO THE GROUND WITHOUT BEING TOUCHED BY A DEFENSIVE
PLAYER IS DOWN AT THAT POINT.
NO TACKLING OR ROUGH PLAY.
THE DEFENDER CANNOT HOLD THE OFFENSIVE
PLAYER TO GAIN THE FLAG.
FLAGS MUST ALWAYS BE EXPOSED.
IF A PLAYER IS FOUND WITHOUT A FLAG OR AN IMPROPERLY AFIXED FLAG, THE
BALL IS DEAD AT THE POINT THE PLAYER GAINS CONTROL OF THE BALL IF
A PLAYER'S FLAG Inadvertently FALLS OFF DURING A PLAY, THE PLAY STOPS. IF A
RECEIVER'S FLAG FALLS OFF WHILE HE'S CATCHING THE BALL, THE CATCH COUNTS
AND THE PLAY STOPS.
A BALL CARRIER MUST AVOID THE TACKLER.
LINEMEN RUSHING MUST AVOID THE
BLOCKER
USE OF ELBOWS, SHOULDERS, ETC. WILL
WARRANT AN UNNECESSARY ROUGHNESS PENALTY.
ANY INADVERTENT WHISTLE, THE PLAY IS
DEAD.
THE OFFENSE HAS FIFTEEN (15) SECONDS IN
THE HUDDLE. TIME BEGINS WHEN THE BALL IS SET ON THE LINE OF SCRIMMAGE BY
THE REFEREE.
EACH TOUCHDOWN IS WORTH 6 POINTS. EXTRA POINTS WILL BE ATTEMPTED 2-YARDS
BEYOND THE END ZONE LINE. A PASSING PLAY ON AN EXTRA POINT IS
WORTH ONE POINT AND A RUNNING PLAY IS WORTH TWO POINTS. THE
DEFENSE CANNOT CONVERT AN EXTRA POINT. THE PLAY IS DEAD IF A CHANGE OF
POSSESSION TAKES PLACE ON THE EXTRA POINT.
A
Safety IS WORTH ONE POINT.
dEFENDERS MUST GO FOR FLAGS AT ALL TIMES. PLAYERS MAY NOT WRESTLE THE
BALL AWAY FROM ANOTHER PLAYER.
ALL PLAYERS AND SPECTATORS MUST STAY 3
FEET FROM THE PLAYING FIELD. ALL PLAYERS MUST STAY WITH IN THE PLAYERS
BOX. THERE WILL BE NO ROAMING FROM GOAL LINE TO GOAL LINE. TWO WARNINGS
WILL BE GIVEN TO THE TEAM CAPTAINS. AFTER THE TWO WARNINGS,
A Zone change PENALTY WILL BE ASSESSED FOR EACH SUBSEQUENT INFRACTION.
ONLY ONE FOOT IS REQUIRED IN BOUNDS BY
THE RECEIVER TO COUNT AS A CATCH. IF PLAYER HAS JUMPED TO CATCH BALL AND
THEIR MOMENTUM HAS CARRIED THEM OUT OF BOUNDS, THE PLAY WILL BE RULED AN
INCOMPLETE PASS.
THERE WILL BE NO PUSHING OR FORCING A
PLAYER OUT OF BOUNDS. VIOLATIONS OF THIS RULE WILL RESULT IN A PENALTY
OF FIVE (5) YARDS FROM THE SPOT OF THE FOUL.
8. PENALTIES FOR VIOLATIONS
ALL PENALTIES ARE 5 YARDS EXCEPT FOR UN-NECESSARY ROUGHNESS AND
UNSPORTSMANLIKE CONDUCT WILL BE ACCESSED 15 YARD PENALTIES.
THE TEAM THAT WAS FOULED HAS CHOICE
TO ACCEPT PENALTY OR DECLINE (EXCEPT DEAD BALL FOULS)
ALL CALLS
WILL BE MADE BY OFFICIALS
OFFSIDES – OFFENSE – PLAY
IS DEAD, REPLAY OF DOWN. DEFENSE – PLAY
CONTINUES
DELAY OF GAME - REPLAY OF DOWN
OFFENSIVE INTERFERENCE - REPLAY
OF DOWN
IF A
FLAG OR FLAG BELT IS TIED OR ILLEGALLY FASTENED IT IS A FOUL
–
SHIRTS MUST BE TUCKED IN AT ALL TIMES
- REPLAY OF DOWN
FLAG GUARDING/ STIFF ARMING – 5
YARDS FROM SPOT OF FOUL
DEFENSIVE INTERFERENCE - WHERE
THE INFRACTION OCCURS AND AUTOMATIC FIRST DOWN. IF IN END ZONE, BALL IS
PLACED ON THE WHITE HALF CIRCLED LINE AND AUTOMATIC FIRST DOWN.
HOLDING - OFFENSIVE - FROM
THE SPOT OF FOUL.
DEFENSIVE - 5 YARDS
BLOCK IN THE BACK - OFFENSE
- 5 YARDS AND REPLAY OF DOWN DEFENSE – 5 YARDS FROM SPOT OF FOUL
HOLDING THE PLAYER WITH THE BALL
TO MAKE A TAG IS A 5-YARD PENALTY AND AN AUTOMATIC FIRST DOWN.
HITTING BELOW THE WAIST AND CLIPPING
- 5 YARDS AND SUBJECT TO EJECTION
UNNECESSARY ROUGHNESS OR PERSONAL
FOUL - 15 YARDS AND SUBJECT TO EJECTION
ILLEGAL MOTION - 5 YARDS
,OFFENSIVE PLAYER IN MOTION FAILED TO MOVE PARALLEL TO, OR AWAY FROM THE
LINE OF SCRIMMAGE WHEN THE BALL WAS SNAPPED. ONLY ONE PLAYER IS ALLOWED
IN MOTION. 5 YARDS
ILLEGAL FORWARD PASS - WHEN
PASSER RELEASES THE BALL AFTER HE HAS CROSSED THE LINE OF SCRIMMAGE OR A
FORWARD PASS HAS ALREADY BEEN THROWN AND A SECOND FORWARD PASS IS THROWN
- 5 YARDS AND REPLAY OF DOWN.
ROUGHING THE PASSER – AUTOMATIC
FIRST DOWN.
THIS IS NOT A COMPLETE LIST OF RULE
VIOLATIONS. OTHER VIOLATIONS THAT ARE NOT LISTED WILL ALSO BE ENFORCED.
8. LEAGUE RULES
THE HOME TEAM HAS THE CHOICE TO CALL
COIN FLIP.
TO START THE GAME, HALF, OR AFTER A
SCORE, THE BALL IS PLACED ON THE RECEIVING TEAM'S HALF CIRCLE
LINE. AT HALF TIME, TEAMS CHANGE ENDS. AND THE TEAM THAT RECEIVED
THE FIRST HALF IS ON DEFENSE TO START THE SECOND HALF.
THERE WILL BE NO KICK OFFS.
All snaps of the ball will be between the offensive players legs.
THERE WILL BE A 25-MINUTE TIME CLOCK FOR
EACH HALF. THE CLOCK WILL NOT STOP AT ALL DURING THE HALF UNLESS EITHER
TEAM CALLS A TIME OUT.
EACH TEAM WILL HAVE TWO (2) 15-SECOND
TIME-OUTS PER GAME.
IF A TIE EXISTS AT THE END OF
REGULATION TIME, THE FOLLOWING TIEBREAKER WILL BE USED:
THE BALL WILL BE PLACED ON THE
Mid-field LINE. THE OFFENSIVE TEAM GETS 4 DOWNS TO SCORE. IF THE
OFFENSIVE TEAM SCORES, THE BALL WILL BE PLACED ON THE
Mid-field LINE AND THE OTHER TEAM GETS A 4 DOWN POSSESSION TO
GET A FIRST DOWN. IF THE FIRST TEAM DOES NOT GET A FIRST DOWN AT THE END
OF THE 4 DOWN POSSESSION, THE OTHER TEAM GAINS POSSESSION AND GETS A 4
DOWN POSSESSION TO ACHIEVE A FIRST DOWN.
A PASSING PLAY ON AN EXTRA POINT IS
WORTH ONE POINT AND A RUNNING PLAY IS WORTH TWO POINTS. THE DEFENSE
CANNOT CONVERT AN EXTRA POINT.
5 X 5 FORMAT
1ST DOWNS occur passing the four zone markers.
A RUSH CANNOT BE LESS THAN THREE
AND A HALF YARDS AWAY FROM THE L.O.S AND NO MORE THAN FIVE (5) YARDS
AWAY FROM THE LINE OF SCRIMMAGE.
RUSHERS MUST AVOID BLOCKERS
AT ALL COSTS. IF THIS DOES NOT OCCUR, A BULLRUSH WILL BE CALLED AND
PENALTY WILL BE ENFORCED. IF A RUSHER SPINS TO AVOID CONTACT, THE
BLOCKER MUST REPOSITION THEMSELVES TO BLOCK THE RUSHER. BLOCKS TO THE
BACK WILL BE STRICTLY ENFORCED.
NO DOWNFIELD BLOCKING IS ALLOWED.
NO MOVING PICKS ALLOWED
IN THE RED ZONE DEFENSE MAY LINE
UP ONE YARD FROM THE L.O.S. AND ALLOWED TO RUSH
DEFENSE MAY BLITZ ANYTIME.
NO FUMBLES: BALLS DROPPED OR
FUMBLED ARE DEAD AT THE SPOT OF THE OFFENSIVE PLAYER WHEN BALL WAS
FUMBLED, NOT WHERE THE BALL HIT THE GROUND.
SNAP OF THE BALL TO THE QUARTERBACK MAY
NOT BE FIELDED ON ONE BOUNCE. IF THE SNAP HITS THE
QUARTERBACKS HANDS AND THEN BOUNCES TO THE GROUND THE BALL IS DEAD AT
THAT POINT. IF THE BALL IS SNAPPED AND HITS THE GROUND IN THE END ZONE,
IT WILL BE PLACED ON THE ONE YARD LINE.
A BALL SNAPPED OVER THE QUARTERBACK'S
HEAD IS DEAD AT THE POINT THE BALL HITS THE GROUND. (EXCEPT IN ENDZONE
AS PER PREVIOUS RULE)
A PASS THAT
HITS THE
NETTING IS CONSIDERED A DEAD
BALL AND AN INCOMPLETE PASS.
NO PUNTS ALLOWED.
WHEN A PLAYER HAS CONTROL OF THE
FOOTBALL AND FALLS TO THE GROUND WITHOUT BEING TOUCHED BY A DEFENSIVE
PLAYER IS DOWN AT THAT POINT.
NO TACKLING OR ROUGH PLAY.
THE DEFENDER CANNOT HOLD THE OFFENSIVE
PLAYER TO GAIN THE FLAG.
FLAGS MUST ALWAYS BE EXPOSED.
IF A PLAYER IS FOUND WITHOUT A FLAG OR AN IMPROPERLY AFIXED FLAG, THE
BALL IS DEAD AT THE POINT THE PLAYER GAINS CONTROL OF THE BALL IF
A PLAYER'S FLAG Inadvertently FALLS OFF DURING A PLAY, THE PLAY STOPS. IF A
RECEIVER'S FLAG FALLS OFF WHILE HE'S CATCHING THE BALL, THE CATCH COUNTS
AND THE PLAY STOPS.
A BALL CARRIER MUST AVOID THE TACKLER.
LINEMEN RUSHING MUST AVOID THE
BLOCKER
USE OF ELBOWS, SHOULDERS, ETC. WILL
WARRANT AN UNNECESSARY ROUGHNESS PENALTY.
ANY INADVERTENT WHISTLE, THE PLAY IS
DEAD.
THE OFFENSE HAS FIFTEEN (15) SECONDS IN
THE HUDDLE. TIME BEGINS WHEN THE BALL IS SET ON THE LINE OF SCRIMMAGE BY
THE REFEREE.
EACH TOUCHDOWN IS WORTH 6 POINTS. EXTRA POINTS WILL BE ATTEMPTED 2-YARDS
BEYOND THE END ZONE LINE. A PASSING PLAY ON AN EXTRA POINT IS
WORTH ONE POINT AND A RUNNING PLAY IS WORTH TWO POINTS. THE
DEFENSE CANNOT CONVERT AN EXTRA POINT. THE PLAY IS DEAD IF A CHANGE OF
POSSESSION TAKES PLACE ON THE EXTRA POINT.
A
Safety IS WORTH ONE POINT.
dEFENDERS MUST GO FOR FLAGS AT ALL TIMES. PLAYERS MAY NOT WRESTLE THE
BALL AWAY FROM ANOTHER PLAYER.
ALL PLAYERS AND SPECTATORS MUST STAY 3
FEET FROM THE PLAYING FIELD. ALL PLAYERS MUST STAY WITH IN THE PLAYERS
BOX. THERE WILL BE NO ROAMING FROM GOAL LINE TO GOAL LINE. TWO WARNINGS
WILL BE GIVEN TO THE TEAM CAPTAINS. AFTER THE TWO WARNINGS,
A Zone change PENALTY WILL BE ASSESSED FOR EACH SUBSEQUENT INFRACTION.
ONLY ONE FOOT IS REQUIRED IN BOUNDS BY
THE RECEIVER TO COUNT AS A CATCH. IF PLAYER HAS JUMPED TO CATCH BALL AND
THEIR MOMENTUM HAS CARRIED THEM OUT OF BOUNDS, THE PLAY WILL BE RULED AN
INCOMPLETE PASS.
THERE WILL BE NO PUSHING OR FORCING A
PLAYER OUT OF BOUNDS. VIOLATIONS OF THIS RULE WILL RESULT IN A PENALTY
OF FIVE (5) YARDS FROM THE SPOT OF THE FOUL. |