**NEW RULES EFFECTIVE
SPRING , 2008**
1. Age Requirements
IF NOT over 18 years old, player must have parental
approval.
***IF UNDER 18, PARENT WAIVER MUST BE SIGNED**
2. Gender Eligibility
Goin’ Deep! is open to adults of either
gender. Although most of the participants are
men, women are welcome to play.
3. Roster Limits
Each team may carry ONLY SEVEN (7) players on
their team roster.
**Only players on roster are eligible to participate.**
**ADDITIONAL PLAYER (MAX 1) MAYBE ADDED FOR $45**
Use of a non-rostered player, without consent
of commissioner, will result in game forfeiture.
*****IN ORDER TO PARTICIPATE IN PLAYOFFS, EACH
ROSTERED PLAYER MUST PLAY AT LEAST FIVE (5) REGULAR
SEASON GAMES
(3 WEEKS OF PLAY) UNLESS CLEARED BY LEAGUE COMMISSIONER****
4. Addition & Changes
Additions and changes to the team roster are allowed
up until the SECOND WEEK of league play. Any amount
of changes will be accepted prior to the roster
deadline.
After the SECOND WEEK, no changes are allowed,
UNLESS pre-approved by league. Teams are encouraged
to use all spots on their roster.
5. Medical Releases
It is mandatory that every participant sign a
medical waiver prior to playing. This waiver releases
Goin' Deep! Football, it's contractors, sponsors,
and associates from any liability regarding injuries
to person or property which may occur as a result
of participating in this league.
5. REFUNDS
Full refunds will ONLY be granted if league commissioner
cancels a league and/or tournament. If a team
pays registration and opts to withdraw,
NO REFUND WILL BE ISSUED.
TEAM FEES:
1. Team Registration Fees: DUE ON OR BEFORE POSTED
DUE DATE.
$50 FEE AFTER 'EARLY' REGISTRATION DEADLINE
Registration Fee: $300 ($250 if paid prior to
'early' deadline)
**NO REFUNDS ON REGISTRATION OR
FEES**
Game Fees: NO MORE GAME FEES
*Remaining $200 to be paid NO LATER THAN week
2.
**IF BALANCE IS NOT PAID, TEAM WILL NO LONGER
BE SCHEDULED**
TOTAL LEAGUE FEES
$500
$450 (IF PAID BEFORE EARLY DEADLINE)
2. Forfeits
If a team forfeits a game, it counts as a LOSS
on their record. NO MAKEUPS, unless otherwise
cleared by league.
3. Jersey
Matching teams jerseys with numbers are needed
in order to receive statistics.
LEAGUE FORMAT:
League:
Divisions of Competition
Teams will be divided in each are based on the
overall ability of the entire team. The league
reserves the right to adjust teams even after
the season begins if it is considered necessary
to fair competition standards.
The League reserves the right to remove and not
allow any teams from playing in the Goin’
Deep! Flag Football League.
There are TEN (10) regular season games.
**PLAYOFFS FOR TEAMS, FOR QUALIFYING
TEAMS, ARE SINGLE ELIMINATION**
In an event of inclement weather, the league may
shorten the season
5. Playoffs
Playoffs are single-game elimination by nature
and could afford your team an additional 1 - 3
post-season games, IF TEAM QUALIFIES
6. Tie Breakers for Division Leaders
In the event of an identical league record:
• Point Scored/Points Allowed Ratio
• Head-To-Head Competition
record
•Strength of Opponents Played
GAME TIME:
1. Captain's pre-game responsibilities
Prior to the start of each game, the captain is
required to check in at the score table, check
out team flags and check out the Score Sheet.
Each player's first and last name along with their
jersey number is required.
2. Equipment & Jersey requirements
NO METAL SPIKES. Rubber only OR plastic screw
in.
Mouthpiece: HIGHLY SUGGESTED
Jerseys:
Must be tucked under the flag belt and INSIDE
shorts/sweats/etc.
Must be matching color with entire team.
4. Forfeit Policy
A team must have at least three (3) players on
the field at game time. If a team only has 2 players
at game time, the game clock will be started and
should the team eventually show, the "on-time"
team will be awarded one (1) point per minute
(up to 10 points) tardy penalty. After 10-minutes,
the 'no-show' team will forfeit.
A team is allowed to play with three players for
the entire game. **However, a team can ask another
player in the League, that is available at the
park, to play on their team ONLY if they are short-handed
(3 players of less). The Captain of the short-handed
team MUST first ask the Captain of the opposing
team for permission and then the Commissioner.
If the opposing team accepts, and the Commissioner,
the game will be played as normal.
**This will not be recorded as a scrimmage game
but as a REAL divisional game**
**A team may NOT bring a player out that is not
on the roster unless cleared with league**
AWARDS & PRIZES:
Officials will keep stats during every game. At
season’s end, each division will be awarded
a MVP according to these statistics. An OVERALL
league MVP will also be awarded. The following
is how the MVP points will be scored:
o TD's thrown 4pts
o TD's scored 6pts
o Extra points scored 1 or 2pts
o Interceptions caught 3pts
o Interceptions thrown -3pts
o Sacks 3pts
o Safety 3pts+2pts (safety points go as two extra
points scored)
o Game won 3pts
o Game lost 0pts
RULES OF PLAY
PLAYING FIELD:
Length: *70 yards (50 yard playing field)
Width: 25 yards
End Zones: 10 yards*
First Down Mark: Mid-Field
*GIVE OR TAKE ON FIELD MEASUREMENTS*
No Run Zones: 5 yards before the first down AND
end zone
GAME CLOCK:
1. Each game is played in two, 18-minute halves
(36 total minutes). The clock runs continuously
unless a time out is called.
2. The clock stops on out-of-bounds, incomplete
passes, no gains, penalties and change of possession
ONLY during the FINAL TWO minutes of the second
half providing the lead is 8 points or less.
3. Each team receives two (2) 30-second time outs
per GAME.
4. There will be a short 1-2 minute break at the
halftime and roughly (depending on time) a 5-10
minute break between each game for warm-ups.
SCORING:
Touchdowns = 6 points
Safety = 2 points
Extra Points = 1 point, 5 yards line (No runs
allowed)
= 2 points, 12 yards out (Run on handoff allowed)
INT Extra Point = 2 points (Runback for score
ON EXTRA POINT ATTEMPT)
DRIVES:
1. All drives begin on the five (5)-yard line
with the exception of interceptions and penalties
on interception runbacks on extra points (placed
on 10 yard line). Example: INT being returned
and defender is held in order to impede their
chance to score.
2. Drives consist of three plays to either make
a first down (mid-field) or a touchdown.
3. Interceptions may be run back and the drive
will begin where the player’s flag is pulled.
Exceptions are when Interceptions are on Extra
point attempts (refer to #1 above).
FIRST DOWNS:
1. A drive will continue should a team push the
ball past mid-field using up to three plays. After
a team passes mid-field they must score within
three plays or the other team gains possession.
2. The ball is spotted where the ball carriers
belt is when the flag is pulled, NOT where the
ball is. ONE FLAG MUST PASS THE PLANE FOR 1st
DOWN AND TOUCHDOWN.
CENTERING THE BALL:
1. The ball must be snapped between the legs,
not off to one side, to start each play.
2. Each time the ball is spotted a team has 25
seconds to snap the ball. A five-yard penalty
will be assessed for delay of game. The ball can
be moved can be snapped from any position ON THE
LINE OF SCRIMMAGE. A team CAN snap the ball from
the far side of the field next to the sideline.
RUNNING PLAYS:
1. There is no limit to the number of handoffs
made behind the line of scrimmage.
2. Player does not have to be lined up behind
the center.
3. ONE (1) Lateral pitch/throw back is allowed
behind the line of scrimmage. If pitch/throw is
forward (in front of person pitching/throwing),
then recipient CANNOT pass and must run, UNLESS
in the no run zone.
**No laterals OR handoffs past the line of scrimmage
are allowed.**
4. The “No Running Zone” is located
five yards going INTO the end zone and INTO the
mid-field first down mark.
5. The player who takes the handoff can throw
the ball as long as he does not pass the line
of scrimmage with the ball.
6. Once the ball has been handed off or pitched,
any or all defensive players are allowed to rush
even if they aren't behind the 7-yard rushing
marker.
7. Defensive players cannot pass the line of scrimmage
until the ball is handed off or pitched. Only
defensive players who are 7-yards beyond the line
of scrimmage can rush in.
RECEIVING:
1. All players are eligible to receive passes,
including the QB if the ball has been handed off
or pitched behind the LOS.
2. Player must have at least ONE foot in bounds
when making a catch (**First foot must be in bounds
first**)
3. Spinning/jumping is allowed, BUT players cannot
leave their feet (hurdle) to avoid a defensive
play, dive forward or hurdle another player.
PASSING:
1. Shovel passes are allowed in front of or behind
the line of scrimmage. **Passes behind the LOS,
within the no run zones, are NOT allowed to be
advanced **
2. QB will have 5 seconds to pass if no defensive
players rush. **Thousand-1, Thousand-2, Thousand-3,
Thousand-4, <, WHISTLE**
The offensive team is penalized 5-yards if the
QB does not throw the ball.
**15 yards IF it is not thrown towards an eligible
receiver**
3. QB cannot run the ball (Unless there has been
a handoff).
4. Interceptions may be run back. **Extra point
attempts returned for TD will result in 2-points
for the return team**
RUSHING THE QUARTERBACK:
1. All players that rush the QB must be a minimum
of 7 yards beyond the LOS when the ball is snapped.
However, once the ball has been handed off, all
players are eligible to rush from anywhere in
front or beyond the 7-yard marker.
2. Any number of players can rush the QB providing
they are behind the seven-yard marker.
Ø The rusher MUST line himself up in an
OPEN and DIRECT line to the QB in order to avoid
contact with any of the offensive players.
Ø If the rushers “line of sight”
is disrupted, IMPEADING the rusher will be called,
resulting in loss of 5 yards AND loss of down
for the offensive team.
5. Official will designate 7 yards from the LOS.
6. If rusher enters the 7-yard neutral zone BEFORE
the snap, he must get back before the ball is
actually snapped or else he is ineligible to rush
on that play.
7. Rusher must go for the quarterback’s
flags. Rusher may attempt to block the pass but
it is a penalty to make contact with the QB’s
body or arm even if the ball is deflected, INCIDENTAL
CONTACT WILL BE CALLED A PENALTY ON THE DEFENSE.
8. If no one rushes, the quarterback will have
5 seconds from the snap to release the ball (THOUSAND-1,
THOUSAND-2, THOUSAND-3, THOUSAND 4, **WHISTLE***)
DEAD BALLS:
1. Play is ruled over when/where the ball is spotted:
• when the ball hits the ground (includes
a bad snap) *no fumble recoveries allowed**
• when the ball carrier's knee touches the
ground
• when the ball carrier steps out of bounds
• when the ball carrier's flag is pulled
off.
NOTE: If a receiver catches a ball and he has
lost his flag already, it goes as a complete pass
and can advance the ball until a defensive player
TOUCHES him. However, if an opponent prematurely
pulled the flag, in order to prevent the offensive
player's successful advance upon catching the
ball, defense must pull his other flag. This call
is at the FULL discretion of the officials on
the field. **If both flags have been pulled by
the defense, penalty is 10 yards from the end
of the play, plus first down.
ADDRESSING OFFICIALS:
The designated Captain should be the only player
allowed to address the officials. **All interactions
with captains and officials should be made in
a sportsman-like manner.**
OVERTIME:
1. There will be no ties in the League.
2. Flip for first possession.
3. Each team will be given ONE (1) play to gain
the most yardage or score STARTING at MID FIELD.
PENALTIES:
DEFENSIVE PENALTIES
• Offsides: 5 yards from LOS/down over.
*Offense has choice to decline*.
• Illegal Rushing: (Starting rush inside
of 7 yard marker) 5 yards from LOS/down over.
The following DEFENSIVE penalties result in AUTOMATIC
FIRST DOWNS
• Interference: 5 yards from the LOS/1st
down
• Illegal Contact: 5 yards from LOS/1st
down
• Tripping: 5 yards from LOS/1st down.
• Contact with the QB: 5 yards from LOS
/1st down.
• Unsportsmanlike conduct penalty: 15 yards
from LOS/ 1st down.
Unsportsmanlike Conduct/ Excessive contact; rough
play, "Trash Talking"
• 1st infraction: 3-minute suspension of
offending player(s) 15 yards and automatic first
down.
• 2nd and FINAL infraction: Player will
be ejected from the game, 15 yards and automatic
1st down.
*If ejection is in the 2nd half he will be suspended
from next game as well*
• Two unsportsmanlike conduct penalties
in one game are cause for automatic ejection.
• Two ejections in one season and player
is suspended for remainder of season and playoffs.
NOTE: **Game cannot end on a defensive penalty
even if time expires. One additional play will
be required to finish the game.**
OFFENSIVE PENALTIES
**ALL OFFENSIVE PENALTIES ARE LOSS OF DOWN**
• Illegal Motion: (more than 1 man moving,
in motion)
5 yards from LOS/Dead ball
• False Start: (player goes off-sides/moves
forward before the ball is snapped)
5 yards from LOS/dead ball
• Line up Offsides: 5-yards/dead ball
• Illegal Pass: (QB releasing pass beyond
the LOS OR two forward passes)
5 yards from LOS/loss of down
• Interference: (pick play, offensive interference,
IMPEADING rush)
5 yards from LOS/loss of down
• Flag Guarding:
5 yards from point of infraction/loss of down
• Stiff Arming:
5 yards from point of infraction/loss of down
Unsportsmanlike Conduct/ Excessive contact; rough
play
• 1st infraction: 3-minute suspension of
offending player(s), 15 yards and automatic loss
of down.
• 2nd and FINAL infraction: Player will
be ejected from the game, 15 yards and automatic
loss of down.
*If ejection is in the 2nd half he will be suspended
from next game as well*
• Two unsportsmanlike conduct penalties
in one game are cause for automatic ejection.
• Two ejections in one season and player
is suspended for remainder of season and playoffs.
NOTE: **Game cannot end on a defensive penalty
even if time expires. One additional play will
be required to finish the game.**
• THROW A PUNCH – YOU GOTTA GO! IT
DOESN'T MATTER WHO STARTS THE FIGHT. WE ARE SURROUNDED
BY A COMMUNITY FULL OF YOUNG CHILDREN. IF ANYONE
THROWS A PUNCH, THAT IS INTENT TO HARM SOMEONE.
• RACIAL/ETHNIC SLURS OF ANY KIND WILL NOT
BE TOLERATED. THIS IS A RECREATIONAL LEAGUE FULL
OF INDIVIDUALS WHO ARE LOOKING FOR COMPETITION
AND FUN. THE INABILITY TO TOLERATE DIFFERENCES
IN INDIVIDUALS IN THE LEAGUE WILL CALL FOR IMMEDIATE
EJECTION FOR THE REMAINDER OF THE SEASON WITH
NO REFUND OF PAYMENTS.
• CAPTAIN’S MUST REFRAIN HIS/HER PLAYERS
FROM ANY VIOLENCE AS THEY WILL BE HELD RESPONSIBLE
FOR THEIR ACTIONS.
• TEAMS THAT ENGAGE IN FIGHTING WILL BE
GIVEN ONE (1) WARNING. THOSE THAT THREW A PUNCH
DURING THE FIGHT WILL BE EJECTED FOR THE SEASON.
THE LEAGUE WILL REVIEW THE SITUATION ON WHETHER
OR NOT THE PLAYER CAN RETURN TO THE LEAGUE FOR
FUTURE PLAY. IF THE TEAM IS INVOLVED IN ANOTHER
FIGHT DURING THE SEASON, THE ENTIRE TEAM WILL
BE EJECTED FROM THE LEAGUE WITH NO REFUND OF PAYMENTS.
• THE LEAGUE WILL NOT TOLERATE ANY VIOLENCE
AGAINST ANYONE INVOLVED IN THE LEAGUE. THROWING
A PUNCH, THREATENING, PUSHING OR VERBALLY ABUSING
WILL RESULT IN AN AUTOMATIC EJECTION FROM THE
SEASON WITH NO REFUND OF PAYMENTS.
Special notes:
GOIN’ DEEP! FOOTBALL IS INTENDED TO BE FUN
THAT THE WHOLE FAMILY CAN COME TO WATCH. LET’S
KEEP THE LADIES AND CHILDREN IN MIND WHEN THE
OFFICIAL “MISSES” A CALL. WATCH YOUR
LANGUAGE AND HELP CONTROL YOUR OWN PLAYERS. WE
ARE ONLY HUMAN AND MISTAKES CAN BE MADE.
THANKS AND ENJOY THE LEAGUE!!
JIM KRAMER
GOIN’ DEEP!!
**NEW RULES TO BE IMPLIMENTED**
1. FIVE (5)- SECOND RULE
A. Offense will be penalized 5 yards IF the QB
is still holding the ball when 5-second whistle
is blown.
2. INTENTIONAL GROUNDING
A. To avoid a sack (ON 5-SECOND RULE ONLY), the
QB MUST throw the ball AT OR BEYOND the LOS. Resulting
penalty will be 5 yards and loss of down.
3 . 25-SECOND HUDDLE CLOCK ENFORCED
A. ONCE THE REFS SET THE BALL, OFFENSE WILL HAVE
25 SECONDS, TO SNAP THE BALL.
4. PLAYOFF ELIGIBILITY
A. EVERY PLAYER ON YOUR ROSTER MUST PLAY AT LEAST
FIVE (5) GAMES TO BE ELIGIBLE
IN THE PLAYOFFS.
5. MERCEY RULE
IF A TEAM IS WINNING BY A POINT MARGIN OF 32 POINTS
AT THE 8 MINUTE MARK (REMAINING) OF THE 2ND HALF,
GAME WILL BE CALLED.
6. PASS INTERFERENCE IN
THE END ZONE ONLY
DEFENSIVE PASS INTERFERENCE IN THE END ZONE WILL
NOW RESULT IN FIRST AND GOAL FROM THE 5-YARD LINE
NOT
FIVE YARDS AND A FIRST DOWN, LIKE AN INTERFERENCE
CALL ANYWHERE ELSE ON THE FIELD.
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