TYFA Tackle Football Rulebook

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Transcription:

TYFA Tackle Football Rulebook 2016

Table of Contents Preface... 3 Terminology & Symbols... 4 Rule 1. Clock Management... 5 Rule 2. Scoring & Winning... 11 Rule 3. Offense & Defense... 16 Rule 4. Special Teams... 25 Rule 5. Contact... 29 Rule 6. Conduct... 39

Preface TYFA s Tackle football program uses the NCAA Football Rules with modifications. The Tackle Football Rulebook explains the unique rules to TYFA and the NCAA rule modifications. If a policy, procedure or rule is in both the NCAA rulebook and TYFA s rulebook, TYFA s rules supersedes that of the NCAA. Some NCAA rules are reproduced in the for easy access and readability. These rules will be marked as such. This rulebook is for coaches and coach trainees. TYFA makes the assumption that the coach has a good working knowledge of the basics of tackle football and that this rulebook will fill in all the differences and special nuances of TYFA Tackle Football. Not being familiar with the contents of this rulebook will not be accepted as an excuse or a defense for violations. TYFA expects its participants to comply with the letter, spirit and intent of each of its policies, procedures and rules regardless of technicalities, loopholes and ambiguous language. TYFA s interpretation of any non-ncaa policy, procedure or rule is the official and final interpretation.

Terminology & Symbols Used when the topic is important. Used when we highly recommend something shouldn t be done. Real Important Badged Athlete or Volunteer is defined as a person who is certified by TYFA. Ejected (Level?) is an ejection from the game and lists the level of disciplinary action that will be attached. Eligible Coach is a volunteer who has been certified by TYFA and is not currently on any holds. Is both eligible and legal. Forfeits Class A = Pre-Game and carries the most disciplinary action Class B = Game Time and carries disciplinary action Class C = Game Time with no disciplinary action ON-FIELD minimum of eligible players is the minimum number of players who ve been certified by TYFA and are not currently on any holds that must be on the field to avoid a forfeit. [9 for Midgets, Rookies and Juniors, 11 for Seniors]. TYFA Participants are Badged Volunteers, Badged Athletes, Referees and Black Shirts.

Rule 1 Clock Management Table of Contents Section 1. Periods & Intermissions... 6 Article 1. Periods (Quarters)... 6 Article 2. Intermissions... 6 Article 3. Period Extension... 6 Article 4. Homecoming Delays... 6 Section 2. Clock Mechanics... 7 Article 1. The Play Clock... 7 Article 2. Timing Adjustments... 7 Article 3. Two-Minute Warning... 7 Article 4. Game Clock Stops/Starts on Referee s Signal... 7 Article 5. Game Clock Stops/Starts on the Snap of the Ball... 7 Article 6. Game Clock Starts/Stops on Kickoffs... 7 Article 7. Game Clock does not run... 7 Article 8. Game Clock Stops/Starts during Mercy Rule... 7 Article 9. Ten-Second Runoff... 8 Section 3. Timeout Mechanics... 9 Article 1. Standard Timeouts... 9 Article 2. Injury Timeouts... 9 Article 3. Equipment/Uniform Timeouts... 9 Article 4. Mercy Rule Timeouts... 9 Article 5. Inadvertent Whistle... 9 Section 4. Spring Season Clock Adjustments... 10

Rule 1 Clock Management Section 1 Periods & Intermissions Page 6 ARTICLE 1. PERIODS (QUARTERS) Periods in a game 4 Midget/Rookie 10 Minutes Period Length Junior/Senior 12 Minutes ARTICLE 2. INTERMISSIONS Between Halves Between Periods (Quarters) 10 Minutes 1 Minute A White Hat or Black Shirt has the authority to reduce halftime or the time between games to a minimum of 2-minutes in order to try and avoid cancelling or postponing a game due to oncoming darkness or bad weather. ARTICLE 3. PERIOD EXTENSION If during a play where time expires ending a half the defense accepts a Live-Ball foul to avoid an offensive score, there were offsetting Live-Ball fouls or a referee sounds his whistle inadvertently or otherwise incorrectly signals the ball dead, an untimed down will be played until a down is free of any of the circumstances listed. Example: The offense scores a touchdown to take a 12-7 lead. During the play the offense commits a live-ball foul and time expires ending the half. The defense accepts the penalty to avoid the touchdown. Result: The penalty is marched off and the offense will be given an un-timed down. ***The period is not extended though if the statement of the penalty includes loss of down. ARTICLE 4. HOMECOMING DELAYS Homecoming events cannot delay the scheduled start of a game or half by more than 10 minutes (twenty minutes maximum [10 minute intermission + 10 minute extension]). If an organization needs more than a 10 minute extension, the start of the game or half may be extended to a maximum of 30 minutes (10 minute intermission and 20 minutes of extension), but they will be required to pay EACH referee an additional $10 per game. The White Hat will attempt to start the game at the 20-minute mark (or 30 if paid) and if either team refuses to take the field, the White Hat WILL declare a forfeit (Class A Forfeit if game had not started otherwise a Class B Forfeit if it had.) If a game cannot be finished due to light issues or bad weather because of Homecoming events, the responsible organization will be charged with a (Level II Violation).

Rule 1 Clock Management Section 2 Clock Mechanics Page 7 THE OFFICIAL GAME CLOCK IS ALWAYS KEPT ON THE FIELD BY THE REFEREES UNLESS THERE IS A REFEREE CONROLLING THE SCOREBOARD CLOCK. It should be announced to the public where the official clock is being kept. If a referee is not controlling the scoreboard clock it shouldn t even be running to help avoid confusion. Rationale: Yes it looks professional to have a running clock, and yes it keeps the spectators informed, but a clock operator that does not operate the clock correctly will present more headaches then if you didn t have a clock. ARTICLE 1. THE PLAY CLOCK When a referee places the ball and signals ready for play the Play Clock will begin. 35 Seconds Midgets 25 Seconds Rookies, Juniors, Seniors ARTICLE 2. TIMING ADJUSTMENTS The White Hat has the authority to correct obvious errors in timing if discovered prior to the official end of a period. Timing errors cannot be corrected in a different period from when they happened. ARTICLE 3. TWO-MINUTE WARNING The 2-minute warning is given when 2 minutes of game time remain on the game clock in each half. If the football is in play when the clock reaches 2:00, the 2-minute warning is called immediately after the play concludes, when the ball is declared dead. The 2-minute warning stops the game clock until the snap of the ball, but is NOT a timeout. ARTICLE 4. GAME CLOCK STOPS/STARTS ON REFEREE S SIGNAL When a team is awarded a first down For a measurement For a referee s timeout or an injury time out To complete a penalty For an inadvertent whistle For a head coaches conference or challenge ARTICLE 5. GAME CLOCK STOPS/STARTS ON THE SNAP OF THE BALL Timeout called by either team Change of possession Ball goes out of bounds or pass is incomplete within the last two minutes of each half Offense commits a delay-of-game foul while in a scrimmage-kick formation At the end of each period Two-minute warning ARTICLE 6. GAME CLOCK STARTS/STOPS ON KICKOFFS The Game Clock shall be started when the ball is free kicked and is legally touched in the field of play by someone other than the kicker or crosses the goal line after being legally touched by the receiving team in its end zone. The Game Clock will stopped when the ball is dead by rule. ARTICLE 7. GAME CLOCK DOES NOT RUN The game clock shall not run during an XP attempt, during a Period Extension or during Overtime. ARTICLE 8. GAME CLOCK STOPS/STARTS DURING MERCY RULE Once the Mercy Rule is in effect, the Game Clock becomes a running clock with only a few exceptions. This rule supersedes previous clock mechanics. The only time the clock will stop: 1. Injury until referee starts the clock 2. Two-Minute Warning or a Timeout by either team until the snap of the ball 3. Referee s time out (challenges, measurements, penalty consultations etc.) until referee starts the clock 4. The clock will stop within the last 2-minutes of a half if the losing team spikes the ball, throws an incomplete pass or gets the ball out of bounds.

Rule 1 Clock Management Section 2 Clock Mechanics Page 8 ARTICLE 9. TEN-SECOND RUNOFF A. Subtraction from the Game Clock on a Foul If a player from either team, before a change of team possession commits a foul that causes the clock to stop when there is less than a minute left in either half, the White Hat may subtract 10 seconds from the game clock at the option of the offended team. The 10-second rule does not apply if the game clock is NOT running when the foul occurs or if the foul does not cause the game clock to stop. The 10-second subtraction does not apply when there are offsetting fouls. The 10-second runoff can be avoided by the penalized team calling a timeout. In this case the game clock starts on the snap. With the Mercy Rule in effect, the winning team may NOT use a timeout to avoid a 10- second runoff. The offended team may: Accept the yardage penalty and 10-second subtraction. Accept the yardage penalty and decline the 10-second subtraction. Decline the yardage penalty which by rule also declines the 10-second subtraction. B. Subtraction from the Game Clock on an Injury If an Injury Timeout is called with less than a minute in either half, the opponent has the option of a 10-second runoff. There is no option for a 10-second runoff if both teams have players injured on the field. C. Subtraction from the Game Clock for Equipment Issues If a Referee s Timeout (for equipment issues) is called with less than a minute in either half, the opponent has the option of a 10-second runoff. There is no option for a 10-second runoff if both teams have equipment issues.

Rule 1 Clock Management Section 3 Timeout Mechanics Page 9 ARTICLE 1. STANDARD TIMEOUTS 1 st Half 2 nd Half 3 3 A Timeout shall not exceed 1-minute and 30-seconds. ARTICLE 2. INJURY TIMEOUTS When a player is hurt on the field: All players on the field must take a knee. It is the White Hat s discretion to keep the players on a knee on the field, move them to the hash marks or release them to the sideline. All participants and spectators MUST lower their voice. All music and announcements (unless related to the injury) MUST stop. If a player lies down, takes a knee or cannot take themselves off the field, a referee will call an Injury Timeout. That player must leave the game for at least 1 play unless either team calls for and is charged with a timeout. If the team does not have a timeout and the loss of the player will cause the team to fall below the ON-FIELD minimum of eligible players, the White Hat will call a Referee s Timeout. If at the end of the timeout the player is CLEARLY OK, the team will be penalize: Delay of Game (LOS/5) but the game will continue. If the player is CLEARLY NOT OK, the White Hat will declare a Class C Forfeit. If there is any doubt, sit them out! Injury Timeout Coaching on the field is allowed for coaches (from either team) as long as they speak with their players in a low tone. If a coach is loud, the referee will warn them. If they continue or are screaming the referee will remove them from the field. If they don t leave, they will be penalized: Unsportsmanlike Conduct (LOS/15). Rationale: This is youth football and coaches need to make assignment adjustments when players get injured. ARTICLE 3. EQUIPMENT/UNIFORM TIMEOUTS A team shall NOT be permitted to delay a game while making equipment/uniform repairs or adjustments. If the loss of the player will cause the team to fall below the ON-FIELD minimum of eligible players the team must take their timeouts to avoid a forfeit. If they have no timeouts, the White Hat will call a Referee s Timeout giving the team the length of a standard timeout to fix the problem. If the problem is fixed the team will be penalized: Delay of Game (LOS/5). If the team cannot fix the problem, the White Hat will declare a forfeit (Class C Forfeit for accidental issues or a Class B Forfeit if there was illegal equipment). ARTICLE 4. MERCY RULE TIMEOUTS Once the Mercy Rule is in effect, the winning team may not call a timeout for anything except to give water on hot days. If the White Hat allows the timeout, the winning team s volunteers may only give water; there can be no discussions with the players. There will be no warning! If caught, the winning team s head coach will be penalized: Unsportsmanlike Conduct (LOS/15). Two of these and the head coach will be ejected. An exception to the winning team being able to call a timeout could be: If the White Hat was willing and the winning team was clearly swap out numerous players. ARTICLE 5. INADVERTENT WHISTLE In the case of an inadvertent whistle by a referee, the team with the ball has 2 options: Take the ball where it was when the whistle blew and the down is consumed or Replay the down from the original LOS (if time had expired, an untimed down is allowed)

Rule 1 Clock Management Section 4 Spring Season Clock Adjustment Page 10 With limited field resources during the spring season, more games have to be played at each site then can be played with a normal fall game clock because of light issues. Therefore a third clock has been added to speed things. 25-Seconds for Rookies, Juniors and Seniors. 35-Seconds for Midgets. Functions just like the Fall Play Clock. 10-Minute Quarters regardless of age bracket. This functions just like the Fall Game Clock. 75 minutes of playing time + 10 minute half At the start of the game the referees will place 85 minutes on the Big Clock; no extra time added for such things as Homecoming. Once the ball is kicked off the Big Clock will start and will continue to run non-stop (see exceptions below) until it expires. Once the Big Clock expires the game is over regardless of the score. In the LAST 2 minutes of the Big Clock (minutes 83 and 84), the Big Clock will stop and start like the last two minutes of a half during the fall season. This includes incomplete passes, ball out of bounds and timeouts. If a team scores on the last play of the game ( Big Clock expired), they WILL be afforded an opportunity to score an XP (ONLY IF IT HAS ANY RELEVANCE TO THE GAME). The Big Clock and Game Clock will stop until the Referee signals: If a player is injured and a referee feels the need to call an Injury Timeout. 10-Second Runoff rule applies. If there is a Rule or Personnel Challenge. If there is a stoppage in the game because of bad weather. The referees need to conference with each other over something. If a Black Shirt requests to handle a behavioral issue. Things to Keep in Mind: Remember that the 85-minute clock doesn t stop often. When it expires, the game is done! Except in minutes 83 and 84, timeouts, incompletes and out of bound plays DO NOT stop the Big Clock. So if you are on a drive late in the game and you have not reached minutes 83 and 84, the spike, out of bounds and timeouts will not help you with clock management.

Rule 2 Scoring & Winning Table of Contents Section 1. Scoring... 12 Article 1. Scoring Values... 12 Article 2. Defensive Scores... 12 Article 3. Safety... 12 Article 4. Quitting... 12 Article 5. Forfeit Scores... 12 Article 6. Scores for the Game Center... 13 Section 2. Mercy Rule... 14 Section 3. Overtime (OT)... 15

Rule 2 Scoring & Winning Section 1 Scoring Page 12 ARTICLE 1. SCORING VALUES Offensive Scoring Values Defensive Scoring Values Touchdown 6-points Touchdown 6-points Field Goal 3-points Safety 2-points Extra Point Values Run or Backward Pass 1-point Forward Pass* or Kick for the XP 2-points *A pass thrown from behind the line of scrimmage in a forward direction, toward the opponent s goal. ARTICLE 2. DEFENSIVE SCORES A. Interceptions, fumbles recovered by the defense or a blocked field goal (not XP attempt) recovered by either team may be advanced for a touchdown during regulation play. B. A defensive score on an XP can be accomplished by an interception, fumble recovery or blocked kick. The value of that score is based on the attempt by the offense. Situation: Team B is winning 12-7. Team A scores taking the lead 13-12 with seconds left in the game. On the untimed XP attempt, Team A (a) throws for the XP but is intercepted, (b) fumbles, (c) has their kick blocked and Team B returns all 3 for a score. Result: Team B is awarded (a) 2 points for the interception because Team A attempted a pass; Team B leads 14-13, (b) 1 point because Team A was running and the game is now tie 13-13, (c) 2 points because Team A attempted to kick and Team B now leads 14-13. C. If defense commits a penalty while returning an intercepted ball, recovered fumble or a blocked kick for a score, no points are award and the play is called dead; no do over. Situation: Team A scores taking a 13-12 lead with seconds left in the game. On the untimed XP attempt, Team A throws for the XP but is intercepted. Team B returns the interception for a score but commits a Block in the Back during the play. Result: Team B is not awarded any points and Team A maintains their 13-12 lead. ARTICLE 3. SAFETY The team scoring the Safety will receive 2-points and possession of the ball. Refer to Kickoffs for the placement of the ball. There are three (3) ways a Safety can be scored: 1. When a team loses possession of the ball out of their own end zone. 2. When the ball carrier touches the ground with his body, other than hands or feet while in his own end zone. 3. The offense commits one of the following penalties in their end zone: Illegal Use of Hands, Holding, Illegal Block, Personal Foul or an Illegal Forward Pass. ARTICLE 4. QUITTING Quitting is defined as abandoning an activity out of frustration or despair; giving up. If a team quits and walks off the field or refuses to take the field after the game has started but at any time before the official end of the game, the White Hat will declare a forfeit (Class B Forfeit). ARTICLE 5. FORFEIT SCORES 1. If the game has not started or there is no score, the offended team will be award a 1-point victory. 2. If the game is tie the offended team will be awarded 1-point to break the tie. 3. If the offended team is losing, they will be awarded enough points to win the game by 1-point. 4. If the offended team is winning, the score will stand as is.

Rule 2 Scoring & Winning Section 1 Scoring Page 13 ARTICLE 6. SCORES FOR THE GAME CENTER All scores for games need to be sent into Scores@tyfa.com no later than noon, Monday after the game. Scores are entered into the Game Center based on what we receive from the first team to send the scores in. There should be no reason scores are different if the coaches ask the referees for the Official Score. It needs to be remembered That a WIN is a WIN and a LOSS is a LOSS. The exact points MEANS NOTHING FOR PLAYOFF SEEDING. NOTHING!!!!!! I.e. a 7-6 win is no different than a 50-0 win. There is no benefit to shut out a team or run up the score.

Rule 2 Scoring & Winning Section 2 Mercy Rule Page 14 A. When a team has a 30+ point margin, regardless at what point in the game it is, the Mercy Rule is invoked. Once the Mercy Rule is invoked it cannot be turned off unless the losing team decreases the point margin to 14 or less by the end of the 3 rd quarter. Once the Mercy Rule is turned off, it cannot be invoked again. Example: Team A is winning 34 to 7 in the 3 rd quarter and scores a touchdown and extra point making the score 41 to 7. The Mercy Rule is invoked because of the 30-point+ margin. B. If a team reaches 50+ points WHILE THE MERCY RULE IS IN EFFECT (NOT 50- point margin), the game is over REGARDLESS when in the game it is. Example: Team A is winning 45 to 7 in the 3 rd quarter and scores a touchdown and extra point making the score 52 to 7. The Mercy Rule was already in effect because of the 30-point+ margin and now a team has reached 50+ points. The game is over. C. A team can score giving them the 30-point margin and 50+ points simultaneously. I.e. Team A is winning 42-20 and scores a TD+2-point conversion. That is both a 30 point margin and 50 points. Game Over!

Rule 2 Scoring & Winning Section 3 Overtime (OT) Page 15 All games will be played to a conclusion through the Overtime Procedure provided. Overtime is not resolved by yardage and it is not sudden death, rather it continues until one team scores more than the other. A. Immediately after the conclusion of the 4 th quarter the White Hat will call for a captain and a coach from each team to come to mid-field for a coin toss. The coin toss winner has the choice of 1) taking the ball first or 2) going on defense first. The team who goes on defense first chooses which goal to defend. After the initial OT period, there will not be another coin flip. Each team receives (1) timeout per OT period (cannot be carried forward). No timeouts left from regulation play may be carried into OT. B. The referee places the ball on the twenty-five (25) yard line in the 1st OT, fifteen (15) yard line in the 2 nd and the five (5) yard line in the 3 rd and any subsequent OT periods (unless relocated by penalty). The offense takes over from there 1 st down. Depending on the spot of the ball additional 1 st downs may be earned. During the 3 rd and subsequent OT periods, teams must THROW for the XP. C. Regardless if the offense scores or not, the team who was on defense first, now becomes the offense, and the team that was on offense, is now on defense and the procedure is repeated. The team scoring more points than the other wins. If neither team scores, or both score the same amount of points, the whole process is repeated. Fumbles recovered or interceptions made by the defense CANNOT BE ADVANCED BUT do END the offensive series. Situation: On first down in overtime B3 intercepts a pass but then fumbles and A1 recovers. Result: The ball became dead immediately when B3 intercepted as it cannot be advanced. A1 recovered a dead ball. Team A s offensive series is over. D. If the offense scores they will also attempt an XP only if it will make a difference in the game. Situation: During the 2 nd OT period Team A scores and a) gets a 1-pt XP, b) does not score the XP. In either case Team B scores also. Result: Team B a) is trailing and gets an opportunity for the XP, b) is tied and gets the opportunity for the XP to win. Situation: During the 2 nd OT period Team A does not score but Team B does. Result: Team B does not get the opportunity for the XP because it is not needed. Game over. Team B wins. E. If a team is forced to forfeit in OT, the opposing team is granted 1-point to break the tie. F. During the regular season, if the teams are still tie after 3 OT periods the game will remain tie. G. During the regular season, if a game in OT is tie and lack of lights or bad weather forces the game to be postponed, the game will remain tied. If one team had an opportunity in an OT period but not the other, the game will remain tied as TYFA OT is not sudden death. H. During the playoffs TYFA will handle light and bad weather issues on a case by case basis because in the playoffs there are numerous variables that need to be taken into account because there can be no ties.

Rule 3 Offense & Defense Table of Contents Section 1. Passing Information... 17 Article 1. Passing... 17 Article 2. Eligibility to Touch Legal Forward Pass... 17 Article 3. Declaring Eligibility... 17 Section 2. Offensive Plays... 18 Article 1. Sneaks... 18 Article 2. Offensive Lineman Handoff... 18 Article 3. Snapping the Football... 18 Article 4. Unfair Tactics... 18 Section 3. Formations... 19 Article 1. Offensive Formations... 19 Article 2. Midget Offensive Formation Requirements... 19 Article 3. Defensive Formations... 19 Article 4. Midget Defensive Formation Requirements... 19 Section 4. Coaches on the Field (Midgets only)... 20 Section 5. Pass Interference... 21 Article 1. Offensive Pass Interference... 21 Article 2. Defensive Pass Interference... 21 Section 6. More than 11 Players on the Field... 22 Section 7. Ball Placement... 23 Section 8. Referee Conference... 24

Rule 3 Offense & Defense Section 1 Passing Information Page 17 ARTICLE 1. PASSING A pass is either forward or backward. There is no such thing as a lateral or a forward lateral. A forward pass is a pass thrown with its initial direction toward the opponent s end line. A backward pass is a pass thrown with its initial direction parallel with or toward the runner s end line. A backward pass not caught is considered a fumble. ARTICLE 2. ELIGIBILITY TO TOUCH LEGAL FORWARD PASS When the ball is snapped all defensive players are eligible to touch or catch a pass. Each offensive lineman who is on the end of his scrimmage line and who is wearing a number OTHER THAN 50 through 79 is eligible. Each back wearing a number OTHER THAN 50 through 79 is eligible. ARTICLE 3. DECLARING ELIGIBILITY If a player does not have a number in the (0-49, 80-99 or 00) range they must DECLARE THEMSELVES ELIGIBLE to the referee EVERY time they are in a position to either catch a pass or run the ball. Exception: If a player declares at the beginning of a game at a specific position and plays that position the whole game, they only have to declare once. Whenever a player ineligible by number declares, the referee will inform the opposing team s head coach. If a player who is ineligible by number does not declare and either receives a pass or runs the ball, they will be penalized: Illegally Touching (LOS/5+ Loss of Down).

Rule 3 Offense & Defense Section 2 Offensive Plays Page 18 ARTICLE 1. SNEAKS Quarterback Quarterback Sneaks are completely legal in ALL tackle age brackets (including Midgets) and does not require the quarterback to take any steps backward before moving forward. Center Center Sneaks are NOT allowed in TYFA as it is too hard for the referees to determine if there was a full exchange of the ball. ARTICLE 2. OFFENSIVE LINEMAN HANDOFF An offensive back behind his scrimmage line may hand the ball forward to a teammate who is on his scrimmage line at the snap, provided that teammate leaves his line position by a movement of both feet that faces him toward his own end line and is at least two yards behind his scrimmage line when he receives the ball. ARTICLE 3. SNAPPING THE FOOTBALL At all levels of tackle the football does not have to be snapped from between the Center s legs; it may be side snapped. But, the Center must be in a normal center stance facing the LOS. ARTICLE 4. UNFAIR TACTICS Football has always been a game of deception and trickery involving multiple shifts, unusual formations and creative plays. However, actions or verbiage designed to confuse the defense into believing there is a problem and a snap ISN T imminent (i.e. wrong ball play ), or planned loose ball plays, are beyond the scope of sportsmanship and are ILLEGAL. Any team caught doing anything within the description above will be penalized: Unsportsmanlike Conduct (LOS/15).

Rule 3 Offense & Defense Section 3 Formations Page 19 ARTICLE 1. OFFENSIVE FORMATIONS The offensive team may have NO MORE than 4 players in the backfield or they will be penalized: Illegal Formation (LOS/5) for not enough players on the Line Of Scrimmage (LOS). The Rookie, Junior and Senior teams DO NOT have to have men lined up on both sides of the center. ARTICLE 2. MIDGET OFFENSIVE FORMATION REQUIREMENTS Midgets ARE REQUIRED to have at least 1 man on either side of the center to provide an A gap to assist in lining up the defense. Because of the limitations of the Midget defense in Article 4 below, the offensive A gap cannot be any wider than 1 foot. Formations that do not comply will be penalized: Illegal Formation (LOS/5). ARTICLE 3. DEFENSIVE FORMATIONS Except for the Center (Deep Snapper) Protection rule, the Rookie, Junior and Senior defenses can line up in any formation. ARTICLE 4. MIDGET DEFENSIVE FORMATION REQUIREMENTS ( Two years of testing before Midgets became a mandatory age bracket determined that a 6-7 year old offensive line could not consistently execute a play if the defense lined up 9 players in the Box. y) A. To help the offensive line out, the defense is limited to a max of 5 players in the BOX at the snap of the ball. B. The defense CANNOT be lined up directly over Center in the BOX at the snap of the ball, but can be lined up over Center outside the BOX.

Rule 3 Offense & Defense Section 3 Formations Page 20 C. Center/Guard A Gap: The defense CANNOT be lined up in the Center/Guard A gap in the BOX at the snap of the ball, but can be lined up in the A gap outside the BOX. Since the offense cannot make their A gap wider than 1 foot as stated in Article 2 above, lining up over the offensive Guards helps avoid being accidently caught in the A gap before the snap of the ball. Defensive Tackles may crash the A gaps at the snap of the ball. D. Defensive players outside the BOX may be lined up on the LOS (i.e. covering TE or WR). E. Defensive players lined up in the BOX may drop back out of the BOX at any time. Vice Versa, if the defense has less than 5 players in the BOX, players may walk up into the BOX as long as the 5-player limit and where they are lined up at the snap of the ball is not violated. F. If at the snap of the ball a team s defensive players are violating the rules above, they will be penalized: Illegal Formation (LOS/5).

Rule 3 Offense & Defense Section 4 Coaches on the Field (Midgets only) Page 20 Outside a team s formation = there are no players behind or (next to) left or right of the coach A. One Eligible Coach from each team may be permitted on the field. The coach will instruct the players and line them up. Once the QB starts his cadence both coaches must back away outside their team s formation. This includes an excited coach running down the field getting caught up in a formation while the play is live. B. Any coach not outside of their team s formation or in the referee s opinion, is not back far enough, will be penalized: Interference. This especially includes players running behind their coach to use them as a shield. There is no exception to the rule for this as it is the coaches responsibility to get back out of the way. C. Coaches may not physically assist a player while the play is in motion. If a coach is caught doing this, he will be penalized: Interference. D. Offensive and defensive coaches are allowed to give verbal guidance to their players at any time as long as in the referee s opinion a coach is not yelling out instructions at the opposing players to try and confuse them. If this is the case, the coach will be penalized: Interference. E. If a coach on the field gets into a verbal or physical altercation with another coach (opposing or their own), verbally attacks a player or physical touches a player (hit, push or shove) (opposing team, own team or own child), they will be EJECTED (LEVEL IV). Interference (against Defense LOS/5/automatic first down) / (against Offense LOS/5/loss of down).

Rule 3 Offense & Defense Section 5 Pass Interference Page 21 Reproduced here from the NCAA rulebook for easier reference. During a down in which a legal forward pass crosses the neutral zone, illegal contact by players is prohibited from either team from the time the ball is snapped until it is touched by any player or a referee. ARTICLE 1. OFFENSIVE PASS INTERFERENCE Offensive pass interference by an offensive player beyond the neutral zone during a legal forward pass play in which a forward pass crosses the neutral zone is contact that interferes with a defensive eligible player. It is the responsibility of the offensive player to avoid the opponents. It is not offensive pass interference: A. When, after the snap, an offensive ineligible player immediately charges and contacts an opponent at a point not more than one yard beyond the neutral zone and does not continue the contact more than three yards beyond the neutral zone. B. When two or more eligible players are making a simultaneous and bona fide attempt to reach, catch or bat the pass. Eligible players of either team have equal rights to the ball. C. When the pass is in flight and two or more eligible players are in the area where they might receive or intercept the pass and an offensive player in that area impedes an opponent, and the pass is not catchable. PENALTY (LOS/15). ARTICLE 2. DEFENSIVE PASS INTERFERENCE Defensive pass interference is contact beyond the neutral zone by a defensive player whose intent to impede an eligible opponent is obvious and it could prevent the opponent the opportunity of receiving a catchable forward pass. When in question, a legal forward pass is catchable. Defensive pass interference occurs only after a legal forward pass is thrown. It is not defensive pass interference: 1. When, after the snap, opposing players immediately charge and establish contact with opponents at a point that is within one yard beyond the neutral zone. 2. When two or more eligible players are making a simultaneous and bona fide attempt to reach, catch or bat the pass. Eligible players of either team have equal rights to the ball. 3. When a defensive player legally contacts an opponent before the pass is thrown. 4. When an offensive potential kicker, from scrimmage kick formation, simulates a scrimmage kick by throwing the ball high and deep, and contact by a defensive player occurs. PENALTY A-# means the offenses field location and B-# means the defenses field location. The offenses ball at the spot of the foul, first down, if the foul occurs fewer than 15 yards beyond the previous spot. Example: The offense snaps the ball at the B-35 and a defensive player commits pass interference at B-30. The offense is given a 1 st down at the B-30. If the foul occurs 15+ yards beyond the previous spot, the offenses ball, first down, 15 yards from the previous spot. Example: The offense snaps the ball at the B-35 and a defensive player commits pass interference at B-10. The offense is given a 1 st down at the B-20. When the ball is snapped on or inside the defenses 17-yard line and outside the defenses 2-yard line, and the spot of the foul is on or inside the 2-yard line, the penalty from the previous spot shall place the ball at the 2-yard line, first down.

Rule 3 Offense & Defense Section 5 Pass Interference Page 22 Example: The offense snaps the ball at the B-15 and a defensive player commits pass interference in their own end zone. The offense is given a 1 st down at the B-2. No penalty enforced from outside the 2-yard line may place the ball inside the 2-yard line (Exception: On the XP Try when the snap is at the three-yard line, first down halfway between the previous spot and the goal line.) Example: The offense snaps the ball at the B-3 and a defensive player commits pass interference in their own end zone. The offense is given a 1 st down at the B-1½. If the previous spot was on or inside the 2-yard line, first down halfway between the previous spot and the goal line. Example: The offense snaps the ball at the B-2 and a defensive player commits pass interference in their own end zone. The offense is given a 1 st down at the B-1.

Rule 3 Offense & Defense Section 6 More than 11 Players on the Field Page 22 Reproduced here from the NCAA rulebook for easier reference. A. The offense may not break the huddle with more than 11 players nor keep more than 11 players in the huddle or in a formation for more than 3 seconds. Referees shall stop the action whether or not the ball has been snapped. Penalty: Dead-ball foul. (LOS/5) B. The defense is allowed to briefly retain more than 11 players on the field to anticipate the offensive formation, but it may not have more than 11 players in its formation if the snap is imminent. Whether the snap is imminent or has just occurred, the referee shall stop the action. Penalty: Dead-ball foul. (LOS/5) C. If the referees do not detect the excessive number of players until during the down or after the down is over, or if the defensive players have entered the field just before the snap but have not been in the formation, the infraction is treated as a live-ball foul. Penalty: Live-ball foul. (LOS/5)

Rule 3 Offense & Defense Section 7 Ball Placement Page 23 The Rule: If the previous play ends between the hash marks, the ball is placed at the spot the play ended. If the previous play ends out of bounds or outside of the hash marks, the ball is spotted at the nearest hash marks. Common issue: If there are no HASH MARKS on the field and a ball is required to be placed on a hash, the referees should take 10 steps left or right from mid-field. This will suffice for the requirement.

Rule 3 Offense & Defense Section 8 Referee Conference Page 24 Because all games of a TYFA season have a profound effect on teams for such things as making the playoffs, their seeding and winning or losing a state championship, it is REQUIRED by TYFA rule that a referee crew must hold a conference of all the referees on the field to discuss and collectively make, in their opinion, the best call on any play that: has a penalty affect a score or a turn over has a turn over The conference doesn t have to be long, but all opinions must be considered and any referee, White Hat or not, can be overturned for the benefit of the players.

Rule 4 Special Teams Table of Contents Section 1. Kickoffs... 26 Article 1. TYFA Adopted Restraining Lines... 26 Article 2. Coaches on the Field... 26 Article 3. Ball Kicked Out of Bounds... 26 Article 4. Onside Kick... 26 Section 2. Punts... 28 Article 1. Rookie thru Senior Punt... 28 Article 2. Midget Punt... 28 Article 3. Quick Kick... 28

Rule 4 Special Teams Section 1 - Kickoffs Page 26 The NCAA rules are followed for kickoffs with the modification listed in this Rule. Just For Info Free Kick (Standard Kickoff) Safety Drop Kick Place Kick Punt Drop Kick Place Kick Dropping the ball and then kicking it when it bounces off the ground Using a Tee Dropping and kicking the ball without letting it hit the ground first Dropping the ball and then kicking it when it bounces off the ground Using a Tee ARTICLE 1. TYFA ADOPTED RESTRAINING LINES` Midgets 50 Standard Kickoffs will be done from the 50-yard line unless there was a penalty that modifies the placement of the ball. Rookie thru Seniors 40 Standard Kickoffs will be done from the 40-yard line unless there was a penalty that modifies the placement of the ball. 35 Safety Kickoffs will be done from the 25 Safety Kickoffs will be done from the 25-35-yard line unless there was a penalty yard line unless there was a penalty that that modifies the placement of the ball. modifies the placement of the ball. ARTICLE 2. COACHES ON THE FIELD Midgets ONLY For the Kickoff only, the teams may have two coaches on the field lining up their players. Once the coaches have placed all their players they need to leave the field of play. If a coach is caught on the field, the coach will be penalized: Interference (EOP/5) assessed after the kickoff. ARTICLE 3. BALL KICKED OUT OF BOUNDS If the kicking team kicks the ball out of bounds without it being touched by an inbounds receiving player. K-# is the kicking team s field location and R-# is the receiving team s field location. Option 1 Receiving team may put the ball into play 5-yards from the spot of the violation. Example: The ball is kicked out of bounds at the R-35. The receiving team chooses to put the ball into play at the R-40 gaining themselves 5 yards. Option 2 The receiving team may put the ball into play 30-yards from the kicking team s Restraining Line. Example: The ball is kicked out of bounds at the R-15. The receiving team chooses to put the ball into play at the R-30 saving themselves 15 yards. Option 3 The receiving team may accept the 5-yard penalty and have the ball re-kicked. Example: The offense just scored to take the lead 24-23 with 30 seconds left in the game. They kick the ball out of bounds at the R-25. The receiving team chooses to take the 5-yard penalty and have the ball re-kicked from the K-35 because they need to try and return the ball farther up the field. ARTICLE 4. ONSIDE KICKS K-# is the kicking team s field location and R-# is the receiving team s field location. A. If a kicking player comes into contact with the ball prior to it being touched by a receiving player or traveling 10 yards, the kicking team will be penalized: Illegal Touching (5). Option 1 Receiving team may put the ball into play at the spot of the violation + 5 yards. Example: A kicking team player makes contact with the ball at the K-48 causing an Illegal Touching penalty. Receiving team chooses to accept the 5-yard penalty and put the ball into play at the K-43. Option 2 Receiving team may accept the 5-yard penalty and have the ball re-kicked.

Rule 4 Special Teams Section 1 - Kickoffs Page 27 Example: A kicking team player makes contact with the ball at the K-48 causing an Illegal Touching penalty. The receiving team chooses to accept the 5-yard penalty and have the ball re-kicked from the K-35. B. Once the mercy rule is in effect the WINNING team can no longer do an Onside Kick or they will be penalized: Unsportsmanlike Conduct (15). The Unsportsmanlike Conduct penalty supersedes the Illegal Touch by rule. It will be a judgment call for the White Hat to determine if a kick was an attempt at an Onside or just a bad kick. Option 1 Receiving team may put the ball into play 15-yards from the spot of the violation. Example: Kicking team does an onside kick during the mercy rule and the receiving team recovers at the R-45. The receiving team accepts the 15-yard penalty and puts the ball into play at the K-40. Example: Kicking team does an onside kick during the mercy rule and recovers the ball at the R-48. Because the kicking team is not allowed to attempt an Onside Kick, the ball turns over to the receiving team at the point the kicking team recovered it. The receiving team also accepts the penalty and puts the ball into play at the K-37. Option 2 Receiving team may accept the 15-yard penalty and have the ball re-kicked. Example: Kicking team does an onside kick during the mercy rule and the receiving team recovers at the R-45. The receiving team choose to accept the 15-yard penalty and have the ball re-kicked from the K-25.

Rule 4 Special Teams Section 2 - Punts Page 28 ARTICLE 1. ROOKIE THRU SENIOR PUNT 1. NCAA Rules are followed. 2. Just for Info A punt recovered in or behind the neutral zone may be advanced by either team. ARTICLE 2. MIDGET PUNT A. On 4th down the offense MUST declare they are either going to punt or are going for it. Once the offense declares their intent they cannot change their mind unless EITHER team calls for and is charged a time out. B. The offense must be in a legal formation and the players in proper stances. Movement by the offense is still penalized as normal. The punt is a timed down and the offense must deal with a 35-second play clock just as if it was a normal non-punting play or they will be penalized: Delay of Game (LOS/5). A Midgets punt is a thrown ball and therefore there are no Fake punts allowed. C. Once the coach has placed all their players they need to leave the field of play. If the coach is caught on the field, the coach will be penalized: Interference (EOP/5) assessed after the punt. D. The referee will pick up the ball and hold it out in front of the Punter. The Punter will call a cadence (any signal the offense uses to snap the ball) and the Punter will then take possession of the ball from the referee. Once the Punter has possession of the ball, the play becomes live. Live in this case means that the defense can rush, the gunners can go down field and the team receiving the Punt can return it (run it back). E. If the ball is muffed it may be picked up and kicked (thrown). If the punter takes off running executing a Fake Punt, they will penalize: Unsportsmanlike (LOS/15). If they throw the ball as their punt, they are protected like any Quarterback as it pertains to Roughing the Passer. ARTICLE 3. QUICK KICK Rookies, Juniors and Seniors may Quick Kick on any down including 4 th down. MIDGETS CANNOT Quick Kick.

Rule 5 Contact Table of Contents Section 1. Blocking... 30 Article 1. Chop Block (High/Low)... 30 Article 2. Cut Block (Block below the Waist)... 30 Article 3. Clip (Block in the Back at or below the Waist)... 31 Article 4. Block in the Back (above the Waist)... 32 Section 2. Contact against the Snapper... 33 Section 3. Roughing or Running Into... 34 Article 1. The Kicker or Holder... 34 Article 2. Roughing the Passer... 34 Section 4. Helmet Off... 36 Section 5. Targeting & Defenseless... 37 Article 1. Defenseless Player... 37 Article 2. Targeting/Initiate Contact with Crown of Helmet... 37 Article 3. Targeting/Initiate Contact to Head/Neck area of a Defenseless Player... 37 Section 6. Tackling... 38 Article 1. Horse Collar Tackle... 38

Rule 5 Contact Section 1 - Blocking Page 30 ARTICLE 1. CHOP BLOCK (HIGH/LOW) Reproduced here from the NCAA rulebook for easier reference. A Chop Block is a high-low or low-high combination block by any two players against an opponent (not the runner) anywhere on the field, with or without a delay between contacts; the low component is at the opponent s thigh or below. This is illegal and will be penalized: (EOP/15) + automatic 1 st Down (if committed by the defense). ARTICLE 2. CUT BLOCK (BLOCK BELOW THE WAIST) Reproduced here from the NCAA rulebook for easier reference. A. The offense prior to a change of team possession: Consider a low-blocking zone as a rectangle that extends seven yards laterally in each direction from the snapper, five yards beyond the neutral zone and back to the offense s end line. 1. The following offensive players may legally block below the waist inside the tackle box until they leave the tackle box or until the ball has left the tackle box: a) Players on the line of scrimmage completely within this zone and b) Stationary backs who are at least partially inside the tackle box and at least partially inside the frame of the body of the second lineman from the snapper. 2. Players not covered in paragraph 1 (above) while the ball is still in the tackle box, and all players after the ball has left the tackle box, are allowed to block below the waist only if the force of the initial contact is from the front, but they may not block below the waist if the force of the initial contact is from the side or back. From the front is understood to mean within the clock-face region between 10 o clock and 2 o clock forward of the player being blocked. 3. Once the ball has left the tackle box a player may not block below the waist toward his own end line. 4. Players not covered in paragraph 1 (above) may not block below the waist toward the line through the original position of the ball at the snap until the ball carrier is clearly beyond the neutral zone. B. The defense prior to a change of team possession: 1. Other than in paragraphs 2 and 3 (below), players of the defense may block below the waist only within the area defined by lines parallel to the goal line five yards beyond and behind the neutral zone extended to the sidelines. Blocking below the waist by players of the defense outside this zone is illegal except against the ball carrier. 2. Players of the defense may not block below the waist against an opponent who is in position to receive a backward pass. 3. Players of the defense may not block below the waist against an eligible offensive pass receiver beyond the neutral zone unless attempting to get to the ball or ball carrier. This prohibition ends when a legal forward pass is no longer possible by rule.

Rule 5 Contact Section 1 - Blocking Page 31 C. Kicks During a down in which there is a free kick or scrimmage kick, blocking below the waist by any player is illegal except against a ball carrier. D. After change of team possession: After any change of team possession, blocking below the waist by any player is illegal except against the ball carrier. ARTICLE 3. CLIP (BLOCK IN THE BACK AT OR BELOW THE WAIST) Reproduced here from the NCAA rulebook for easier reference. There shall be no clipping. Penalized: (LOS/15) + automatic 1 st Down (if committed by the defense). Exceptions: The blocking zone is a rectangle centered on the middle lineman of the offensive formation and extending five yards laterally and three yards longitudinally in each direction. The blocking zone disintegrates when the ball leaves the zone. A. Offensive players who are on the line of scrimmage at the snap within the blocking zone legally may clip in the blocking zone, subject to the following restrictions: 1. A player in the blocking zone may not block an opponent with the force of the initial contact from behind and at or below the knee. 2. A player on the line of scrimmage within the blocking zone may not leave the zone and return and legally clip. 3. The blocking zone disintegrates when the ball leaves the zone. B. When a player turns his back to a potential blocker who has committed himself in intent and direction or movement. C. When a player attempts to reach a runner or legally attempts to recover or catch a fumble, a backward pass, a kick or a touched forward pass, he may push an opponent below the waist at or to the buttocks. D. When an eligible player behind the neutral zone pushes an opponent below the waist at or to the buttocks to get to a forward pass. E. Clipping is allowed against the runner

Rule 5 Contact Section 1 - Blocking Page 32 ARTICLE 4. BLOCK IN THE BACK (ABOVE THE WAIST) Reproduced here from the NCAA rulebook for easier reference. A block in the back (other than against the ball carrier) is illegal. Penalized: (LOS/10). Safety if against the offense in their own end zone. Exceptions: The blocking zone is a rectangle centered on the middle lineman of the offensive formation and extending five yards laterally and three yards longitudinally in each direction. The blocking zone disintegrates when the ball leaves the zone. A. Offensive players who are on the line of scrimmage at the snap within the blocking zone may legally block in the back, subject to the following restrictions: 1. A player on the line of scrimmage within the blocking zone may not leave the zone and return and legally clip. 2. The blocking zone disintegrates when the ball leaves the zone. B. When a player turns his back to a potential blocker who has committed himself in intent and direction or movement. C. When a player attempts to reach a runner or legally attempts to recover or catch a fumble, a backward pass, a kick or a touched forward pass, he may push an opponent above the waist. D. When an eligible player behind the neutral zone pushes an opponent above the waist to get to a forward pass.

Rule 5 Contact Section 2 Contact against the Snapper Page 33 Reproduced here from the NCAA rulebook for easier reference. When a team is in scrimmage kick formation, a defensive player may not initiate contact with the snapper until one second has elapsed after the snap. Situation 1 A10 is in a shotgun- type formation 7-1/2 yards behind the snapper, who has his head down and is looking backward through his legs. Immediately after the snap, nose guard B55 charges directly at the snapper and contacts him by pushing him backwards. RULING: Legal. The snapper is not afforded any special protection because it was not reasonably obvious that a kick might be attempted. The snapper does have the usual protection against any personal foul for unnecessary roughness. Situation 2 Team A is in an obvious scrimmage kick formation. Immediately after the snap, nose guard B55 charges directly at the snapper, contacts him, and drives him backward. The ball is snapped to an upback three yards behind the scrimmage line or to the potential kicker, who instead runs with or passes the ball. RULING: Foul. Penalty 15 yards and automatic first down. The snapper may not be contacted until one second has elapsed after the snap when Team A is in a scrimmage kick formation and it is reasonably obvious that a kick might be attempted. Situation 3 Immediately after the snap, with Team A in an obvious scrimmage kick formation, nose guard B71 attempts to shoot the gap between the snapper and the adjacent lineman. B71 s initial legal contact is with the lineman next to the snapper. RULING: Legal. Incidental contact with the snapper after this initial legal contact is not a foul.

Rule 5 Contact Section 3 Roughing or Running into Page 34 ARTICLE 1. THE KICKER OR HOLDER Reproduced here from the NCAA rulebook for easier reference. A. When it is obvious that a scrimmage kick will be made, no opponent shall run into or rough the kicker or the holder of a place kick. 1. Roughing is a live-ball personal foul that endangers the kicker or holder. This is penalized: (LOS/15) + automatic 1 st Down. 2. Running into the kicker or holder is a live-ball foul that occurs when the kicker or holder is displaced from his kicking or holding position but is not roughed. This is penalized: (LOS/5). 3. Incidental contact with a kicker or holder is not a foul. 4. The kicker s protection under this rule ends: a) When he has had a reasonable time to regain his balance b) When he carries the ball outside the tackle box (a rectangular area enclosed by the neutral zone, the two lines parallel to the sidelines five yards from the snapper, and Team A s end line) before kicking. 5. When a defensive player s contact against the kicker or holder is caused by an opponent s block (legal or illegal), there is no foul for running into or roughing. 6. A player who makes contact with the kicker or holder after touching the kick is not charged with running into or roughing the kicker. 7. When a player other than one who blocks a scrimmage kick runs into or roughs the kicker or holder, it is a foul. 8. When in question whether the foul is running into or roughing, the foul is roughing. B. A kicker or holder simulating being roughed or run into by a defensive player commits an unsportsmanlike act penalized: Unsportsmanlike (LOS/15). ARTICLE 2. ROUGHING THE PASSER Reproduced here from the NCAA rulebook for easier reference. A. No defensive player shall charge into a passer or throw him to the ground when it is obvious the ball has been thrown. (Exception: A defensive player who is blocked by a Team A player[s] with a force so that he has no opportunity to avoid contact with the passer. However, this does not relieve the defensive player of responsibility for personal fouls as described in elsewhere in this section.) B. When an offensive player is in a passing posture with one or both feet on the ground, no defensive player rushing unabated shall hit him forcibly at the knee area or below. The defensive player also may not initiate a roll or lunge and forcibly hit this opponent in the knee area or below. [Exceptions. (1) It is not a foul if the

Rule 5 Contact Section 3 Roughing or Running into Page 35 offensive player is a runner not in a passing posture, either inside or outside the tackle box (a rectangular area enclosed by the neutral zone, the two lines parallel to the sidelines five yards from the snapper, and Team A s end line). (2) It is not a foul if the defender grabs or wraps this opponent in an attempt to make a conventional tackle. (3) It is not a foul if the Defender is not rushing unabated or is blocked or fouled into this opponent.] C. Penalized: (LOS/15) + automatic 1 st Down. If the pass was completed, penalty is enforced from EOP instead.

Rule 5 Contact Section 4 Helmet Off Page 36 TYFA's Helmet Off rule supersedes the NCAA rule. A. If a player's helmet comes off during a play they are allowed to put it back on and stay in the game. The Referee will not stop the clock to allow the player extra time. Either the player gets it on, his team calls a time out or he leaves the field. If the player is forced to leave the field and this forces a team to fall below the ON-FIELD minimum of eligible players, the player may stay in. The referee will penalize the team: Delay of Game (LOS/5) but will allow the game to continue. B. If a player removes their helmet other than during the situations listed below they will be penalized: Unsportsmanlike Conduct (LOS/15). In team area Team, media or injury timeouts Equipment adjustment Through play Between periods or at half time During a measurement for a first down C. If the Ball Carrier s helmet comes off the play is blown dead for safety reasons. D. If the player is not the Ball Carrier the ball remains alive, but the player losing their helmet MUST NOT continue to participate in the play beyond the immediate action in which he is engaged even if he gets his helmet back on. By definition such a player is obviously out of the play (considered defenseless). Rational: The player probably did not get their helmet back on properly in their eagerness to get back into the play and therefore they are not safely equipped to engage in the play. E. Prolonged participation is a personal foul which will cause the player to sit out a play. If this forces a team to fall below the ON-FIELD minimum of eligible players, the player may stay in. The referee will penalize the team: Delay of Game (LOS/5) but will allow the game to continue. Situation: During a down B55 s helmet comes off without a helmet foul by Team A. B55 immediately picks up his helmet, puts it on and continues to chase the ball carrier. Result: Personal foul will be called on B55 for continuing to participate after losing his helmet. The clock stops at the end of the down and B55 must leave the game for the next down.

Rule 5 Contact Section 5 Targeting & Defenseless Page 37 TYFA's Targeting rule supersedes the NCAA rule. ARTICLE 1. DEFENSELESS PLAYER Defined as one who because his physical position and focus of concentration is especially vulnerable to injury. A player in the act of or just after throwing a pass. A receiver attempting to catch a pass, or one who has completed a catch and has not had time to protect themselves or has not clearly become a ball carrier. A kicker in the act of or just after kicking a ball, or during the kick or the return. A kick returner attempting to catch or recover a kick. A player on the ground. A player obviously out of the play. A player who receives a blind-side block. A ball carrier already in the grasp of an opponent and whose forward progress has been stopped. A quarterback any time after a change of possession. ARTICLE 2. TARGETING/INITIATE CONTACT WITH CROWN OF HELMET No player shall target and initiate contact against an opponent with the crown (top) of his helmet. When in question, it is a foul. This is penalized: Personal Foul (LOS/15). If the same player commits this infraction again they will be EJECTED (LEVEL IV). If multiple players commit this infraction from the same team, the Referees will report this to TYFA for review. Situation: Passer A12 inside the tackle box is looking for an open receiver. Before or just as he releases the ball, A12 is hit from the side at the ribs, thigh or knee by B79, who dives forward and leads with the crown (top) of his helmet. Result: Foul by B79 for targeting his opponent and initiating contact with the top of his helmet. Personal Foul +15 yards. ARTICLE 3. TARGETING/INITIATE CONTACT TO HEAD/NECK AREA OF DEFENSELESS PLAYER No player shall target and initiate contact to the head or neck area of a defenseless opponent with the helmet, forearm, fist, elbow and/or shoulder. When in question, it is a foul. This is penalized: Personal Foul (LOS/15). If the same player commits this infraction again they will be EJECTED (Level IV). If multiple players commit this infraction from the same team, the Referees will report this to TYFA for review. Situation: Receiver A83 has just leaped and received a forward pass. As A83 is about to regain his balance, B45 launches and drives into A83 above the shoulder area with his helmet or shoulder. Result: Foul by B45 for targeting and initiating contact with a defenseless opponent above the shoulders. Personal Foul +15 yards. Situation: As ball carrier A20 sweeps around the end and heads up field, he lowers his head and contacts defensive end B89 who is trying to tackle him. The players meet helmet to helmet. Result: No foul. Neither A20 nor B89 is a defenseless player and neither has targeted his opponent. Situation: A44 is covering the kickoff that opens the second half. As A44 is running at the B-45, B66 targets and launches into A44 from the side, a blind-side block. B66 first makes contact with his forearm at A44 s (a) neck; (b) upper arm or shoulder. Result: (a) Foul by B66 for targeting a defenseless player and initiating contact at the head or neck area. Personal Foul +15 yards. (b) No foul. Although A44 is a defenseless player and B66 targets him, the contact by B66 is not to the head or neck area.

Rule 5 Contact Section 6 Tackling Page 38 ARTICLE 1. HORSE COLLAR TACKLE Reproduced here from the NCAA rulebook for easier reference. All players are prohibited from grabbing the inside back collar of the shoulder pads or jersey, or the inside collar of the side of the shoulder pads or jersey, and immediately pulling the ball carrier down. Exception: This does not apply to a ball carrier, including a potential passer, who is inside the tackle box. Note that the tackle box disintegrates when the ball leaves it. ** The above exception does not apply to Midgets. A Horse Collar can be called anywhere on the field for Midgets.