WSL Turkey Bowl Rules
This year's tournament will have more of a pick-up feel to
it. There will be no referees and teams
that are not playing will help keep score and time. Registration will be individual sign ups and
we will have a draft to determine teams the night before. We will keep couples/spouses together on the
same team if they wish to play together.
Tournament set up will be round robin play followed by single
elimination playoffs. This may change
based on the number of teams playing.
The WSL Turkey Bowl is meant to be competitive, but at the
same time fun and laid back. We are all
looking to get some exercise and work off all those extra calories we took
in! Have fun!
Since we will not have any referees, we are asking teams to
call their own penalties and to keep the game fun. We will have helpers from each team help with
ruling s if need be. If there are any
discrepancies, the tournament director (Matt Laskey) will help make an official
ruling.
1. Introduction to
the game
The game is very similar to traditional football, with some
very key differences. Most notably, 4-on-4 flag football, is a non-contact
sport. This means that downfield blocking, jamming of receivers, bump-and-run
coverage, and stiff-arm moves are all illegal.
1.1. Eligibility
In order to play in the event, players must be 15 years or
older and must have a signed waiver, either completed online or a paper copy
before the game. Players must pay their
registration fee before playing in their first game.
1.2. Rosters
Teams must have at least 1 female on the field at all
times. Teams may also borrow players
during regular pool play, but not the playoffs
2. The Game
2.1. Determining the
Initial Possession
The initial possession will be given to the first team
listed in the schedule. The second team
listed will be able to choose what side of the field they will defend.
2.2. Timing
All games will consist of 2â??12 minute halves. There is a two
minute break between halves.
2.2.3. Between Plays
Teams will have 20 seconds from the time that the ball is
spotted to snap the ball.
2.3. The Playing
Field
The playing field is 24 yards wide and 60 yards in total
length. The end zones are each seven yards deep. The first down marker is at
mid-field. There are lines delineating no-run zones (See section 4.3.2) located
five yards from each goal line and five yards in either direction of the first
down marker. The field will be lined
with markers for out of bounds.
2.4. Determining a
Winner
The team that has scored the most points during the course
of the game will be deemed the winner.
2.5. Ties
Any round-robin game ending in a tie will be deemed a tie,
and will go down as such for each team. Ties occurring in playoffs will be
settled with overtime.
2.6. Overtime
Overtime will consist of each team having the option of
attempting a one-point try from five yards outside the end-zone, or attempting
a two-point try from twelve yards outside the end-zone. The team with the most
points after alternating possessions will be deemed the winner.
3. Equipment
3.1. Footwear
Only rubber cleats will be allowed on the field. Metal cleats are prohibited. Tennis shoes will also be allowed.
3.2. Team Uniforms
To differentiate who is on what team, players will receive
team colored bandanas that they are to wear during the game. The bandana can either be worn on the head or
on an arm, as long as it is clearly visible.
3.3. Footballs
The game ball will be decided before each game. The WSL will also provide footballs
3.4. Flags
The WSL will provide players with the flags. The flags are the adjustable kind with three
Velcro flags per belt.
3.5. Towels
A towel can be worn from the belt but cannot interfere with
or obscure the playersâ?? flags. If a player chooses to wear a towel, the
defensive player can choose to pull the towel from that playersâ?? belt, and it
will be recognized as a valid flag pull.
3.6. Playbooks
Playbooks are to be kept on the sidelines. Players have the
option of wearing approved wrist equipment that can contain
a play list, but no playbooks will be allowed on the field
during play.
3.7. Foreign
Substances
The use of foreign substances, such as stick-um, will not be
allowed.
4. Offense
At the beginning of the half, the offense will start the
ball from their own 5 yard line (1 point conversion marker). Teams will have 4 plays in which to advance
the ball past the first down marker. If they succeed, they will be given 4
additional plays in which to advance the ball into the end-zone. After an interception, the offense will begin
their possession at the point where the defending team pulled the flag of the intercepting
player, or where that player went out of bounds. If possession begins before
midfield, the team will have 4 plays in which to advance the ball past that
marker for a first down, and will be granted three additional plays in which to
advance the ball into the end-zone. If the possession begins past the mid-field
marker, the offense will have just the 4 plays in which to advance the ball
into the end-zone.
The offense will have the option to punt on 4th
down and the defense will take the ball from their own 5 yard line. There will not be any actual punts or kicks
during the game.
4.1. Alignment of
Players at the Snap
Offensive players can align themselves in any way they
choose before the snap. The only limitations are that the center must be on the
line of scrimmage and the other players must be on or behind the line of
scrimmage. The offense must wait until the officials have properly marked the
line of scrimmage and before snapping the ball.
4.2. Starting the
Play
The offense has 20 seconds from the time that the ball is
spotted in which to snap the ball. The center may snap the ball between their
legs or to the side to start the play. The center must give right-of-way to the
defensive rusher
4.3. Advancing the
Ball
The offensive team can advance the ball in the following
ways:
4.3.1. Forward Pass
After the snap, the Quarterback can complete a forward pass
to a receiver.
4.3.2.
Running or Passing
the Ball After a Hand-Off
The Quarterback may choose to hand off the ball to a player
in the backfield. There is no limit to the number of hand offs which can occur
behind the line of scrimmage. After a hand off, the receiving player can choose
to run the ball forward, or has the option to attempt a forward pass. As soon
as the player advances beyond the line of scrimmage, his pass option ceases to
exist.
On plays beginning within the no-run-zone five yards before
the first down marker, or the no-run-zone located five yards before the end
zone, the offense will not have the option to advance the ball without a
forward pass.
If a player should drop or fumble the ball at any time, the
ball will be considered dead at the spot where it first hit the ground, or at
the spot where the player lost possession, based on which is further back.
The Quarterback is allowed to rush the ball if the opposing
team decides to blitz on that play.
4.3.3. The Seven
Second Rule
The Quarterback has seven seconds from the time the ball is
snapped to throw the ball. If he fails to do so, the play will be ruled dead at
the previous line of scrimmage. If a team executes a hand-off, the seven-second
count is no longer in effect.
4.3.4. Diving/Jumping
Players are not permitted to dive or jump to advance the
ball. Play will be called dead at the
spot of the ball during the dive or jump and a 5 yard penalty will be
assessed.
4.4. Spotting the
Ball
The ball should be spotted at the point where the player's hips were when their flag was pulled. Players cannot extend the ball to achieve
a better spot.
If a player falls towards his own line of scrimmage while
making a catch, the ball will be spotted at the furthest point the ball
progressed while in possession of the player, or at the hips of the player,
whichever is closer to the original line of scrimmage.
4.5. Achieving a
First Down
A First Down can be achieved in two ways:
The Offense advances the ball past the first-down marker in
less than three plays, or an Official calls an infraction that results in a
first down.
Upon achieving a first down, the offense will be granted a
fresh set of downs in which to score a touchdown.
4.6. Scoring an
Offensive Touchdown
An offensive touchdown is awarded when the offense advances
the ball into the end-zone. Six points will be awarded for a touchdown.
4.7. Extra Points
After a touchdown is scored, the offense will have the
following options:
4.7.1. Attempting a
One-Point Conversion
The Offense will have one play from five yards outside the
opponent's end zone. If they advance the ball into the opponent's end-zone,
they will be awarded one point. (Must be a pass play)
4.7.2. Attempting a
Two-Point Conversion
The Offense will have one play from twelve yards outside the
opponent's end zone. If they advance the ball into the opponent's end-zone,
they will be awarded two points. (May
pass or run the ball)
Note: Any defensive penalty occurring in the end-zone during
the course of an extra point will result in the extra point try being deemed as
successful, and the offense will be awarded the appropriate number of points.
4.7.3. Interceptions
on Extra Points
Interceptions on an extra-point attempt can be returned by
the defensive team. The defensive team will be credited with
one
point for a successful interception return on an extra-point try, regardless
of whether the offense was attempting a one or two point conversion.
5. Defense
The defensive team will attempt to stop the offense from
scoring.
5.1. Alignment of
Players Before the Snap
Defensive players can line up any way that they choose
before the snap. Their only limitation is that they must be lined up between
their own end-zone and the line of scrimmage.
5.2. Rushing the
Quarterback
There will be a 5 second Mississippi rush to blitz
the QB. Once the Defense rushes on the play,
the quarterback is allowed to run, except in the no run zone. Defenses are allowed
1 blitz per set of 4
downs.
5.3. Rushing After a
Hand-Off
If the offense chooses to hand the ball off, any defensive
player can rush immediately, regardless of where they lined up before the play.
5.4. Defending a
Forward Pass
The defensive team can defend a forward pass by batting the
ball down, or by trying to intercept the ball. No contact with offensive
players will be allowed.
5.5. Interceptions
Interceptions can be returned by the defensive team.
5.6. Safeties
A safety occurs when the offensive team is stopped or
commits a penalty in their own end zone. Two points and possession of the ball
will be awarded for a safety.
6. Penalties
The field officials have the final say on all penalties.
6.1. General
Penalties
6.1.1. Fighting
Fighting will not be tolerated. Any players involved in
fights will be immediately expelled from the facility with no refund. Their
team may be disqualified from the competition as well. In addition, a fifteen
yard penalty will be assessed.
6.1.2. Taunting
Taunting of players will not be tolerated. A fifteen yard
penalty will be assessed for taunting, and repeat offenders will be expelled
from the game, and possibly from the tournament.
6.1.3.
Unsportsmanlike Conduct
Conduct deemed as unsportsmanlike includes cursing,
excessive confrontation or abuse of an official, intentionally delaying the
game, or otherwise disrupting the game in an unsportsmanlike manner. A fifteen
yard penalty will be assessed, and the offending player may be ejected.
6.2. Offensive
Penalties
The defense has the option to accept or decline any offensive
penalty. All offensive penalties will result in a five yard penalty from the
line of scrimmage, and a loss of the down (False starts will just result in a 5
yard/step penalty). Any offensive penalty occurring in the offense's end-zone
will result in a safety.
6.2.1. Illegal Snap
of the Ball
The ball must be snapped by a center to the QB. No direct snaps. Any illegal snap of the ball will result in a
5 yard penalty and loss of down.
6.2.2. Illegal Motion
Once the offense is set, only one player can be in motion at
a time. The player must move laterally or backwards, and not forwards. Illegal
motion will result in a five yard penalty from the line of scrimmage.
6.2.3. False Start
Offensive players cannot move forward or cross the line of
scrimmage before the snap of the ball. A false start will result in a five yard
penalty.
6.2.4. Impeding the
Rusher
Offensive players must give the defensive rusher a clear
path. Impeding the rusher will result in a five yard penalty from the line of
scrimmage and a loss of the down.
6.2.5. Blocking
Downfield
If a pass is completed to a receiver, other receivers must
stop their patterns and stand still. If an offensive player fails to stop his
pattern after a completion is made by another offensive player, and the player
without the ball interferes with a defender's opportunity to pull the receiver's
flag, downfield blocking will be called. The penalty is five yards from the line
of scrimmage, and a loss of down.
6.2.6. Illegal Pick
Receivers are not allowed to intentionally set picks for
defenders in order to free other receivers. Illegal picks will result in a five
yard penalty from the line of scrimmage, and a loss of the down.
6.2.7. Flag Guarding
An offensive player in possession of the football cannot
impede the defender's ability to pull his flag by swiping at his hand or using
the ball as a shield. Flag guarding will result in a five yard penalty from the
line of scrimmage, and a loss of the down.
6.2.8. Lowering of the
Head or Shoulder
The offensive player cannot lower his head or shoulder in an
attempt to run over or impede a defensive player. Lowering of the head or
shoulder will result in a five yard penalty from the line of scrimmage, and a
loss of the down.
6.2.9. Pass
Interference
Offensive players can not in any way interfere with a
defensive player at any time. Offensive Pass Interference will result in a five
yard penalty from the line of scrimmage, and a loss of the down.
6.2.10. Illegal
Forward Pass
Passes occurring beyond the line of scrimmage are not
allowed. Illegal forward pass will result in a five yard penalty from the line
of scrimmage, and a loss of the down.
6.2.11. Illegal
Hand-Off or Pitch
The ball cannot be handed off or pitched backward beyond the
line of scrimmage. An illegal hand-off or pitch will result in a five yard
penalty from the line of scrimmage, and a loss of the down.
6.2.12. Illegal Run
from Scrimmage
The offense cannot advance the ball by running if the line
of scrimmage is within one of the no run zones. The offense cannot advance the
ball by running unless a valid hand-off occurs. Illegal run from scrimmage will
result in a five yard penalty from the line of scrimmage, and a loss of the
down.
6.2.13. Delay of Game
The offense has 20 seconds from the time the ball and seven
yard mark are spotted in which to run an offensive play.
Failure to run a play within the allotted 20 second period
will result in a five yard penalty from the line of scrimmage, and a loss of
the down.
6.2.14. Seven Second
Violation
The Quarterback has seven seconds to throw the ball after it
is snapped. If seven seconds expires and
the ball has not been thrown, the play will be dead and the QB will be
considered sacked at the spot where they are standing. Referees will call out the time.
6.3. Defensive
Penalties
The offense has the option to accept or decline any
defensive penalty. Defensive penalties occurring in the end-zone on extra
points will result in scores being awarded. The game cannot end on a defensive
penalty.
6.3.1. Off-Sides
Defensive players must line up between their end zone and
the line of scrimmage. Lining up over the line of scrimmage will result in a
five yard penalty from the line of scrimmage and repeat of the down.
6.3.2. Illegal Rush
Defensive players rushing before the # second rush with no
hand-off occurring will be penalized for Illegal Rush.
The penalty will result in a five yard penalty from the line
of scrimmage and repeat of the down.
6.3.3. Illegal
Contact
Defenders cannot jam receiver or engage in any other type of
illegal contact. This will result in a five yard penalty from the line of
scrimmage and an automatic first-down.
6.3.4. Holding
Defenders cannot impede the offensive player by holding his
body or equipment. Holding will result in a five yard penalty from end of the
play and an automatic first-down.
6.3.5. Illegal Flag
Pull
A defender cannot intentionally pull the flag of an
offensive player before that player has possession of the ball. If a ball carrier's flag is pulled before
they have the ball, they may still advance the ball until they are tagged with a one hand touch. Illegal flag pull will result in a five yard
penalty from the line of scrimmage and an automatic first down. The offense may choose to decline the
penalty.
6.3.6. Pass
Interference
The defensive player shall not make contact with the
receiver while the ball is in the air. Pass interference will result in a spot
foul and automatic first down.
6.3.7. Roughing the
Quarterback
The defensive player cannot go for the arm of the
quarterback at any time. A defensive player making contact with the quarterback's
arm will result in a roughing penalty. Roughing the quarterback will result in
a five or fifteen yard penalty and an automatic first down, depending on the
severity of the infraction as judged by the official.
6.3.8. Delay of Game
Defensive players intentionally delaying the game will be
penalized. Defensive delay of game will result in a five yard penalty from the
line of scrimmage and repeat of the down.
6.3.9. Illegal Push
The defensive player must make an attempt to pull the flag
of the offensive player. They cannot intentionally push an offensive player out
of bounds. Illegal push will result in a five yard penalty from the line of
scrimmage and an automatic first down.
.