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La Costa 35 Touch Football Rules of Play
1. GENERAL
1.0 Coin Toss
Winner of coin toss picks one
of two privileges (a) offense or defense or (b) goal his team will defend. Loser gets the other privilege. Teams must
reverse direction and position after half-time.
1.0.1 Cones
The defense must set the rushing
cone after each play.
1.1 Time
1.1.1. Regular time
Two 35-minute halves. The first 33 minutes shall be free running, except
for timeouts and injuries. Sideline clockkeeper will inform each captain when 2
minutes remain in each half.
1.1.2
Two-minute period
Stoppage
(see Stoppage of time, below). 30-second huddles. Fumbles during 2-minute
period are dead, but the clock continues to run. QB can spike the ball to stop the clock.
1.1.3 Stoppage
During
2-minute period, time is stopped for the following out of bounds, incomplete
passes, first down, touchdown, spiking of ball, change of possession, and
timeouts.
1.1.4 Huddle time
a. Regular season During each 33-minute
half, offense is allowed 40 seconds (defense may stop clock after 40 seconds).
During 2-minute period, offense is allowed 30 seconds (defense may stop clock
after 30 seconds).
b. Playoffs Officials will give verbal
warning to offense captain at 30-second portion of 40 seconds. After 40
seconds, clock is stopped. Each team is allowed 2 “over 40 second” infractions
per half. The third and subsequent infractions will result in clock stoppage
and a 5-yard “Delay of Game” penalty.
1.2 Timeouts
Three timeouts per half.
1.3 Tags
Two hands must touch any part of the player or any
part of his
jersey simultaneously. Defensive player calls the
tags. If he calls a
tag, then the player is considered down. Offensive
player does
NOT determine tag. Holding
or pulling of jersey to make the tag
is a 12-yard penalty, regardless of whether team is
offense or
defense.
1.4 Blocking
Not allowed. Running interference with arms at your
side is
acceptable.
1.5 Screens
Allowed. However, offensive player cannot raise arms
in blocking
position.
1.6 Picks
Not allowed. Disputes regarding picks will be handled
by the
captains of each team.
1.7 Fumbles
a. Fumbles that hit the ground are considered dead.
Ball is spotted
where ball hit the ground.
b. Balls that are juggled or batted up into the hands
of an
opposing player are considered interceptions.
c. Laterals are considered dead if they hit the
ground. Clock
continues to run (even in 2-minute period).
d. During 2-minute period, fumbles do not stop the
clock.
1.8 Extra Players on Field
Extra players on the field
must be in the process of exiting laterally off the field of play before the
ball is snapped. Extra players who engage in a football move (running a route,
rushing, or defending) are in violation. It is considered a dead-ball foul.
Penalty for extra offensive player is -5 yards and down over; penalty for extra
defensive player is +5 yards and down over.
2.0 OFFENSE
2.1 Start of
play
a. Winner of coin toss picks one of two privileges (a)
offense or defense or (b) goal his team will defend. Loser gets the other privilege. Teams must
reverse direction and position after half-time.
b. Ball is played from the line of scrimmage at the
8-yard line.
2.2 Receivers
2.2.1 Eligibility
All players are considered eligible receivers.
2.2.2 Checking
Not allowed. Defense is allowed to stand their ground
(i.e., player
may maintain his position in relation to receiver
without being
interfered).
2.2.3 Pushoffs
Offensive player is not allowed to push off defensive
player to gain
an advantage.
2.2.4 Playing time
Each player must play at least half of the game. It is
the captain’s
responsibility to ensure that this is met. Player can
refuse to play
or choose not to play. In these cases, the player
forfeits the “at least
half” rule.
2.3 Running
First player to receive the ball is considered
ineligible to run.
However, the second player is considered eligible
(e.g., QB is
ineligible to run if receiving a direct snap. However,
if ball is
shovel passed to receiver and then to QB, then QB is
eligible to
run.)
2.4 First
down
Mid-field is considered first down. Four downs are
given to reach
the first-down mark. Once passing the first-down mark,
offense
cannot gain another first down.
2.5 Scoring
2.6 Pass interference (PI)
2.7 Punts
4th-down punts
must be declared. Quick punts on any other downs do not need to be declared. No
rush is allowed. Defense may block the punt by jumping straight up from line of
scrimmage. However, if the defensive player crosses the line of scrimmage during
his jump it is considered a penalty (re-kick by the offense). Receiving team
may advance a bouncing ball. Balls on the ground are considered dead if touched
or if it stops rolling.
2.8 Hurry-up offense
2.9 Line of scrimmage
The offensive player
determines the line of scrimmage after the catch. He must indicate the position
of catch. Sideline players can and should assist at all times.
2.10 Motion
Only one man can be in
motion. Player must be no more than 2 yards from line of scrimmage during
motion. If more than 2 yards, defensive players may rush from any spot.
2.11 Run/pass option in backfield
Only a hand-off or lateral
behind the line of scrimmage allows the option to run or double-pass.
2.12 Double pass
Allowed. Provided that the
second passer is lateral to or behind the primary QB.
2.13 Holding
Not allowed. Holding or
yanking of jersey is 12-yard penalty.
2.14 Intentional Grounding by QB
QB is not allowed to
intentionally ground the ball to avoid a sack. Ball must reach the line of
scrimmage to not be considered an intentionally grounding. If it is deemed
intentionally grounded, then (a) the ball is placed at the spot where the ball
hit the ground before the line of scrimmage and (b) a loss of down occurs.
In the 2-minute period, the
same rule applies, and the clock continues to run. QB can spike the ball to
stop the clock, however. A spike occurs
when the QB receives the ball from center and immediately spikes it into the
turf. If QB makes lateral movement outside the imaginary “tackle boxes,” then
it is considered an intentional grounding. QB must receive ball in center of
field to initiate a spike.
3.0 DEFENSE
3.1 Pass rush
3.2 Offensive pass interference
Calls are made by the
defensive player who was interfered with. Defensive player has the burden to
make the call. Penalty is 12 yard loss from line of scrimmage or loss of down. Disputes
are to be resolved by the captains of each team.
3.3 Holding
Not allowed. Blatant holding or pulling of jersey
during play or
while making a tag is a 12 yard penalty, regardless of
whether
the team is on offense or defense.
4.0 PENALTIES
4.1 Fighting
Not tolerated. Player who
initiates fight is suspended for the entire season, and possibly for lifetime
(depending on severity of fight as determined by commissioner, president, and
advisory committee). Opposing player is suspended for one game if he
retaliates.
4.2 Cursing
Please refrain from cursing.
Don’t cheapen or degrade our league by cursing during games. Small children,
wives, and bystanders are frequently watching.
4.3 Blatant fouls
Blatant fouls are defined as
blocks of a malicious nature (either above the knee or below the knee) or hard
tags that cause the player to hit the ground hard or to be lifted off his feet.
Out-of-bounds pushes are also considered blatant fouls. Documented fouls will be recorded by the league. Fouls will accrue
during the season. Fouls are erased at the end of each season. Terminations,
however, will be lifetime, unless otherwise specified by the commissioner.
Penalties
1st foul—Warning
or suspension if deemed excessive
2nd
foul—Suspension of 1 to 2 games
3rd
foul—Termination from league
5.0 ROSTERS
5.1 Pick-ups
5.2 QB substitution
The bye team QB can be
substituted for any QBs who cannot play. Pick-up QBs cannot play defense.
5.3 Father/son rosters
Fathers and sons who request
to be on each other’s team are given special accord. The requesting player is
considered a player on the son/father’s team, period. The draft round of either
father or son will be determined by the commissioner, advisory committee, and
remaining QBs. Note that teams with a father/son pair can still have a one
player request.