Here's some ideas:
1. You should have at least 4 people on a side to have a decent game going.
2. If you have uneven teams, it's usually best to nominate the best passer as the "all-time quarterback", and this person will be the quarterback for both teams.
3. Designate an area large enough that there is room for people to run, but not so large that players are too spread out. (The size of the field is often determined by the number of players - more players, bigger field). The area should be roughly rectangular, with markers for the end zones and sidelines.
4. If there are only a few people (8-10), you should use a smaller field and each team should start from just outside their own goal line (so they have to go the whole length of the field to score).
5. At the beginning of an offensive series, a team should have 4-5 plays(downs) to get the ball into the end zone. For larger numbers of players & larger fields, you can also designate the midfield line as a first-down marker, so the offense can reset their number of downs after passing this point.
6. If you don't have flags, two-hand touch is usually the best way to go. With two-hand touch, a play ends when the ballcarrier is touched by any defender with both hands (not just one).
7. The quarterback usually starts each play by holding the ball at the line of scrimmage, while the rest of the team is spread out at the line, waiting for the quarterback to move or say "hike", a term often used to start a play.
8. Since blocking isn't used, there should be a delay before any defensive player is allowed to cross the line of scrimmage & chase the quarterback. After the play has begun, any defensive player who intends to chase the quarterback should call out a count loudly (usually to 5 seconds). After reaching the end of the 5 second count, the defensive player is free to chase the quarterback.
9. Only one forward pass may be made on each play.
10. After a player has been two-hand touched by a defender, the play stops and the next play begins from that point on the field.
11. After one team scores, the other team is given the possession of the ball and gets the opportunity to go on offense.
12. A point total should be determined ahead of time and the game should continue until one team has reached the total (I usually play to 7 touchdowns). However, to be fair, each team should have an equal number of offensive opportunities. If both teams continually score on each other and both teams reach 7 points after 7 offensive chances, you should continue play until one team scores without the other team matching that point in the next possession.
These are all suggestions, but feel free to modify the game however best suits the people who are playing it. That's the beauty of backyard football - it can be however you want it!
2006-06-29 03:36:51
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answer #1
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answered by outlawtorn23 1
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sORRY, These are the official rules, Have fun!
Officials' Jurisdictions, Positions, and Duties
Referee—General oversight and control of game. Gives signals for all fouls and is final authority for rule interpretations. Takes a position in backfield 10 to 12 yards behind line of scrimmage, favors right side (if quarterback is right-handed passer). Determines legality of snap, observes deep back(s) for legal motion. On running play, observes quarterback during and after handoff, remains with him until action has cleared away, then proceeds downfield, checking on runner and contact behind him. When runner is downed, Referee determines forward progress from wing official and, if necessary, adjusts final position of ball.
On pass plays, drops back as quarterback begins to fade back, picks up legality of blocks by near linemen. Changes to complete concentration on quarterback as defenders approach. Primarily responsible to rule on possible roughing action on passer and if ball becomes loose, rules whether ball is free on a fumble or dead on an incomplete pass.
During kicking situations, Referee has primary responsibility to rule on kicker’s actions and whether or not any subsequent contact by a defender is legal. The Referee stays wide and parallel on punts and will announce on the microphone when each period has ended.
Umpire—Primary responsibility to rule on players’ equipment, as well as their conduct and actions on scrimmage line. Lines up approximately four to five yards downfield, varying position from in front of weakside tackle to strongside guard. Looks for possible false start by offensive linemen. Observes legality of contact by both offensive linemen while blocking and by defensive players while they attempt to ward off blockers. Is prepared to call rule infractions if they occur on offense or defense. Moves forward to line of scrimmage when pass play develops in order to insure that interior linemen do not move illegally downfield. If offensive linemen indicate screen pass is to be attempted, Umpire shifts his attention toward screen side, picks up potential receiver in order to insure that he will legally be permitted to run his pattern and continues to rule on action of blockers. Umpire is to assist in ruling on incomplete or trapped passes when ball is thrown overhead or short. On punt plays, Umpire positions himself opposite Referee in offensive backfield—5 yards from kicker and one yard behind.
Head Linesman—Primarily responsible for ruling on offside, encroachment, and actions pertaining to scrimmage line prior to or at snap. Generally, keys on closest setback on his side of the field. On pass plays, Linesman is responsible to clear his receiver approximately seven yards downfield as he moves to a point five yards beyond the line. Linesman’s secondary responsibility is to rule on any illegal action taken by defenders on any delay receiver moving downfield. Has full responsibility for ruling on sideline plays on his side, e.g., pass receiver or runner in or out of bounds. Together with Referee, Linesman is responsible for keeping track of number of downs and is in charge of mechanics of his chain crew in connection with its duties.
Linesman must be prepared to assist in determining forward progress by a runner on play directed toward middle or into his side zone. He, in turn, is to signal Referee or Umpire what forward point ball has reached. Linesman is also responsible to rule on legality of action involving any receiver who approaches his side zone. He is to call pass interference when the infraction occurs and is to rule on legality of blockers and defenders on plays involving ball carriers, whether it is entirely a running play, a combination pass and run, or a play involving a kick. Also assists referee with intentional grounding.
Line Judge—Straddles line of scrimmage on side of field opposite Linesman. Keeps time of game as a backup for clock operator. Along with Linesman is responsible for offside, encroachment, and actions pertaining to scrimmage line prior to or at snap. Line Judge keys on closest setback on his side of field. Line Judge is to observe his receiver until he moves at least seven yards downfield. He then moves toward backfield side, being especially alert to rule on any back in motion and on flight of ball when pass is made (he must rule whether forward or backward). Line Judge has primary responsibility to rule whether or not passer is behind or beyond line of scrimmage when pass is made. He also assists in observing actions by blockers and defenders who are on his side of field. After pass is thrown, Line Judge directs attention toward activities that occur in back of Umpire. During punting situations, Line Judge remains at line of scrimmage to be sure that only the end men move downfield until kick has been made. He also rules whether or not the kick crossed line and then observes action by members of the kicking team who are moving downfield to cover the kick. The Line Judge will advise the Referee when time has expired at the end of each period. Also assists referee with intentional grounding and determines whether pass is forward or backward.
Field Judge—Operates on same side of field as Line Judge, 20 yards deep. Keys on wide receiver on his side. Concentrates on path of end or back, observing legality of his potential block(s) or of actions taken against him. Is prepared to rule from deep position on holding or illegal use of hands by end or back or on defensive infractions committed by player guarding him. Has primary responsibility to make decisions involving sideline on his side of field, e.g., pass receiver or runner in or out of bounds.
Field Judge makes decisions involving catching, recovery, or illegal touching of a loose ball beyond line of scrimmage; rules on plays involving pass receiver, including legality of catch or pass interference; assists in covering actions of runner, including blocks by teammates and that of defenders; calls clipping on punt returns; and, together with Back Judge, rules whether or not field goal attempts are successful.
Side Judge—Operates on same side of field as Linesman, 20 yards deep. Keys on wide receiver on his side. Concentrates on path of end or back, observing legality of his potential block(s) or of actions taken against him. Is prepared to rule from deep position on holding or illegal use of hands by end or back or on defensive infractions committed by player guarding him. Has primary responsibility to make decisions involving sideline on his side of field, e.g., pass receiver or runner in or out of bounds.
Side Judge makes decisions involving catching, recovery, or illegal touching of a loose ball beyond line of scrimmage; rules on plays involving pass receiver, including legality of catch or pass interference; assists in covering actions of runner, including blocks by teammates and that of defenders; and calls clipping on punt returns. On field goals and point after touchdown attempts, he becomes a double umpire.
Back Judge—Takes a position 25 yards downfield. In general, favors the tight end’s side of field. Keys on tight end, concentrates on his path and observes legality of tight end’s potential block(s) or of actions taken against him. Is prepared to rule from deep position on holding or illegal use of hands by end or back or on defensive infractions committed by player guarding him.
Back Judge times interval between plays on 40/25-second clock plus intermission between two periods of each half; makes decisions involving catching, recovery, or illegal touching of a loose ball beyond line of scrimmage; is responsible to rule on plays involving end line; calls pass interference, fair catch infractions, and clipping on kick returns; together with Field Judge, rules whether or not field goals and conversions are successful; and stays with ball on punts.
Definitions
1. Chucking: Warding off an opponent who is in front of a defender by contacting him with a quick extension of arm or arms, followed by the return of arm(s) to a flexed position, thereby breaking the original contact.
2. Clipping: Throwing the body across the back of an opponent’s leg or hitting him from the back below the waist while moving up from behind unless the opponent is a runner or the action is in close line play.
3. Close Line Play: The area between the positions normally occupied by the offensive tackles, extending three yards on each side of the line of scrimmage. It is legal to clip above the knee.
4. Crackback: Eligible receivers who take or move to a position more than two yards outside the tackle may not block an opponent below the waist if they then move back inside to block.
5. Dead Ball: Ball not in play.
6. Double Foul: A foul by each team during the same down.
7. Down: The period of action that starts when the ball is put in play and ends when it is dead.
8. Encroachment: When a player enters the neutral zone and makes contact with an opponent before the ball is snapped.
9. Fair Catch: An unhindered catch of a kick by a member of the receiving team who must raise one arm a full length above his head and wave his arm from side to side while the kick is in flight.
10. Foul: Any violation of a playing rule.
11. Free Kick: A kickoff or safety kick. It may be a placekick, dropkick, or punt, except a punt may not be used on a kickoff following a touchdown, successful field goal, or to begin each half or overtime period. A tee cannot be used on a fair-catch or safety kick.
12. Fumble: The loss of possession of the ball.
13. Game Clock: Scoreboard game clock.
14. Impetus: The action of a player that gives momentum to the ball.
15. Live Ball: A ball legally free kicked or snapped. It continues in play until the down ends.
16. Loose Ball: A live ball not in possession of any player.
17. Muff: The touching of a loose ball by a player in an unsuccessful attempt to obtain possession.
18. Neutral Zone: The space the length of a ball between the two scrimmage lines. The offensive team and defensive team must remain behind their end of the ball.
Exception: The offensive player who snaps the ball.
19. Offside: A player is offside when any part of his body is beyond his scrimmage or free kick line when the ball is snapped or kicked.
20. Own Goal: The goal a team is guarding.
21. Play Clock: 40/25 second clock.
22. Pocket Area: Applies from a point two yards outside of either offensive tackle and includes the tight end if he drops off the line of scrimmage to pass protect. Pocket extends longitudinally behind the line back to offensive team’s own end line.
23. Possession: When a player controls the ball throughout the act of clearly touching both feet, or any other part of his body other than his hand(s), to the ground inbounds.
24. Post-Possession Foul: A foul by the receiving team that occurs after a ball is legally kicked from scrimmage prior to possession changing. The ball must cross the line of scrimmage and the receiving team must retain possession of the kicked ball.
25. Punt: A kick made when a player drops the ball and kicks it while it is in flight.
26. Safety: The situation in which the ball is dead on or behind a team’s own goal if the impetus comes from a player on that team. Two points are scored for the opposing team.
27. Shift: The movement of two or more offensive players at the same time before the snap.
28. Striking: The act of swinging, clubbing, or propelling the arm or forearm in contacting an opponent.
29. Sudden Death: The continuation of a tied game into sudden death overtime in which the team scoring first (by safety, field goal, or touchdown) wins.
30. Touchback: When a ball is dead on or behind a team’s own goal line, provided the impetus came from an opponent and provided it is not a touchdown or a missed field goal.
31. Touchdown: When any part of the ball, legally in possession of a player inbounds, breaks the plane of the opponent’s goal line, provided it is not a touchback.
32. Unsportsmanlike Conduct: Any act contrary to the generally understood principles of sportsmanship.
Summary of Penalties
Automatic First Down
1. Awarded to offensive team on all defensive fouls with these exceptions:
(a) Offside.
(b) Encroachment.
(c) Delay of game.
(d) Illegal substitution.
(e) Excessive time out(s).
(f) Incidental grasp of facemask.
(g) Neutral zone infraction.
(h) Running into the kicker.
(i) More than 11 players on the field at the snap.
Five Yards
1. Defensive holding or illegal use of hands (automatic first down).
2. Delay of game on offense or defense.
3. Delay of kickoff.
4. Encroachment.
5. Excessive time out(s).
6. False start.
7. Illegal formation.
8. Illegal shift.
9. Illegal motion.
10. Illegal substitution.
11. First onside kickoff out of bounds between goal lines and untouched or last
touched by kicker.
12. Invalid fair catch signal.
13. More than 11 players on the field at snap for either team.
14. Less than seven men on offensive line at snap.
15. Offside.
16. Failure to pause one second after shift or huddle.
17. Running into kicker.
18. More than one man in motion at snap.
19. Grasping facemask of the ball carrier or quarterback.
20. Player out of bounds at snap.
21. Ineligible member(s) of kicking team going beyond line of scrimmage before ball is kicked.
22. Illegal return.
23. Failure to report change of eligibility.
24. Neutral zone infraction.
25. Loss of team time out(s) or five-yard penalty on the defense for excessive crowd noise.
26. Ineligible player downfield during passing down.
27. Second forward pass behind the line.
28. Forward pass is first touched by eligible receiver who has gone out of bounds and returned.
29. Forward pass touches or is caught by an ineligible receiver on or behind line.
30. Forward pass thrown from behind line of scrimmage after ball once crossed the line.
31. Kicking team player voluntarily out of bounds during a punt.
32. Twelve (12) men in the huddle.
10 Yards
1. Offensive pass interference.
2. Holding, illegal use of hands, arms, or body by offense.
3. Tripping by a member of either team.
4. Helping the runner.
5. Deliberately batting or punching a loose ball.
6. Deliberately kicking a loose ball.
7. Illegal block above the waist.
15 Yards
1. Chop block.
2. Clipping below the waist.
3. Fair catch interference.
4. Illegal crackback block by offense.
5. Piling on.
6. Roughing the kicker.
7. Roughing the passer.
8. Twisting, turning, or pulling an opponent by the facemask.
9. Unnecessary roughness.
10. Unsportsmanlike conduct.
11. Delay of game at start of either half.
12. Illegal low block.
13. A tackler using his helmet to butt, spear, or ram an opponent.
14. Any player who uses the top of his helmet unnecessarily.
15. A punter, placekicker, or holder who simulates being roughed by a defensive player.
16. Leaping.
17. Leverage.
18. Any player who removes his helmet after a play while on the field.
19. Taunting.
Five Yards and Loss of Down (Combination Penalty)
1. Forward pass thrown from beyond line of scrimmage.
10 Yards and Loss of Down (Combination Penalty)
1. Intentional grounding of forward pass (safety if passer is in own end zone). If foul occurs more than 10 yards behind line, play results in loss of down at spot of foul.
15 Yards and Loss of Coin Toss Option
1. Team’s late arrival on the field prior to scheduled kickoff.
2. Captains not appearing for coin toss.
15 Yards (and disqualification if flagrant)
1. Striking opponent with fist.
2. Kicking or kneeing opponent.
3. Striking opponent on head or neck with forearm, elbow, or hands whether or not the initial contact is made below the neck area.
4. Roughing kicker.
5. Roughing passer.
6. Malicious unnecessary roughness.
7. Unsportsmanlike conduct.
8. Palpably unfair act. (Distance penalty determined by the Referee after consultation with other officials.)
15 Yards and Automatic Disqualification
1. Using a helmet (not worn) as a weapon.
2. Striking or purposely shoving a game official.
Suspension From Game For One Down
1. Illegal equipment. (Player may return after one down when legally equipped.)
Touchdown Awarded (Palpably Unfair Act)
1. When Referee determines a palpably unfair act deprived a team of a touchdown. (Example: Player comes off bench and tackles runner apparently en route to touchdown.)
Field
1. Sidelines and end lines are out of bounds. The goal line is actually in the end zone. A player with the ball in his possession scores a touchdown when the ball is on, above, or over the goal line.
2. The field is rimmed by a white border, six feet wide, along the sidelines. All of this is out of bounds.
3. The hashmarks (inbound lines) are 70 feet, 9 inches from each sideline.
4. Goal posts must be single-standard type, offset from the end line and painted bright gold. The goal posts must be 18 feet, 6 inches wide and the top face of the crossbar must be 10 feet above the ground. Vertical posts extend at least 30 feet above the crossbar. A ribbon 4 inches by 42 inches long is to be attached to the top of each post. The actual goal is the plane extending indefinitely above the crossbar and between the outer edges of the posts.
5. The field is 360 feet long and 160 feet wide. The end zones are 30 feet deep. The line used in try-for-point plays is two yards out from the goal line.
6. Chain crew members and ball boys must be uniformly identifiable.
7. All clubs must use standardized sideline markers. Pylons must be used for goal line and end line markings.
8. End zone markings and club identification at 50 yard line must be approved by the Commissioner to avoid any confusion as to delineation of goal lines, sidelines, and end lines.
Ball
1. The home club shall have 36 balls for outdoor games and 24 for indoor games available for testing with a pressure gauge by the referee two hours prior to the starting time of the game to meet with League requirements. Twelve (12) new footballs, sealed in a special box and shipped by the manufacturer, will be opened in the officials’ locker room two hours prior to the starting time of the game. These balls are to be specially marked with the letter "k" and used exclusively for the kicking game.
Coin Toss
1. The toss of coin will take place within three minutes of kickoff in center of field. The toss will be called by the visiting captain before the coin is flipped. The winner may choose one of two privileges and the loser gets the other:
(a) Receive or kick
(b) Goal his team will defend
2. Immediately prior to the start of the second half, the captains of both teams must inform the officials of their respective choices. The loser of the original coin toss gets first choice.
Timing
1. The stadium game clock is official. In case it stops or is operating incorrectly, the Line Judge takes over the official timing on the field.
2. Each period is 15 minutes. The intermission between the periods is two minutes. Halftime is 12 minutes, unless otherwise specified.
3. On charged team time outs, the Field Judge starts watch and blows whistle after 1 minute 50 seconds, unless television does not utilize the time for commercial. In this case the length of the time out is reduced to 40 seconds.
4. The Referee will allow necessary time to attend to an injured player, or repair a legal player’s equipment.
5. Each team is allowed three time outs each half.
6. Time between plays will be 40 seconds from the end of a given play until the snap of the ball for the next play, or a 25-second interval after certain administrative stoppages and game delays.
7. Clock will start running when ball is snapped following all changes of team possession.
8. With the exception of the last two minutes of the first half and the last five minutes of the second half, the game clock will be restarted following a kickoff return, a player going out of bounds on a play from scrimmage, or after declined penalties when appropriate on the referee’s signal.
9. Consecutive team time outs can be taken by opposing teams but the length of the second time out will be reduced to 40 seconds.
10. When, in the judgment of the Referee, the level of crowd noise prevents the offense from hearing its signals, he can institute a series of procedures which can result in a loss of team time outs or a five-yard penalty against the defensive team.
2006-06-29 03:15:24
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answer #7
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answered by Kwyle 2
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