Sedalia Youth Football League

SYFL Rules & Regulations

Flag K-2 Rules

Game Play

  1. At the start of each game, captains from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss.
  2. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction. Possession changes to start the second half to the team that started the game on defense.
  3. The offensive team takes possession of the ball at its 5-yard line and has three (3) downs to cross midfield. Once a team crosses midfield, it has three (3) downs to score a touchdown
     
    1. If the offensive team fails to cross midfield, on 3 downs, and elect to “punt” on 4th down, possession of the ball changes and the opposition starts its drive from its own 5-yard line.
    2. Offensive Teams MUST Punt
    3. Teams may use a timeout only to change the declaration of “Play” at any time prior to the expiration of the play clock.
    4. If the declaration is “Punt” the ball changes possession and will be placed at the opposing Team’s 5-yard line, 1st down, with NO option to change the declaration.
    5. If the offense fails to score, after crossing midfield the ball changes possession and the new offensive Team starts at its 5-yard line

  4. Teams change sides after the first half. Possession changes to the team that ’started the game on defense.

Terminology

Boundary Lines

The outer perimeter lines around the figld. They include the sidelines and back of the end zone lines.

Line of Scrimmage

(LOS) an imaginary line running through the point of the football and across the width of the field.

Line-to-Gain

The line the offense must pass to get a first down or score.

Rush Line

An imaginary line running across the width of the field seven yards (into the defensive side) from the line of scrimmage.

Offense

The team with possession of the ball.

Defense

The team opposing the offense to prevent it from advancing the ball.

Passer

The offensive player that throws the ball and may or may not be the quarterback.


Rusher

The defensive player assigned to rush the quarterback to prevent him/ her from passing the ball by pulling his/her flags or by blocking the pass.


Live Ball

Refers to the period of time that the play is in action. Generally used in regard to penalties. Live ball penalties are considered part of the play and must be enforced before the down is considered complete.

Dead Ball

Refers to the period of time immediately before or after a play.

Whistle

Sound made by an official using a whistle that signifies the end of the play or a stop in the action for a timeout, halftime or the end ot the game.

Inadvertent Whistle

Official‘s whistle that s performed in error.

Charging

An illegal movement of the ball carrier directly at a defensive player who has established position on the field. This includes lowering the head or initiating contact with a shoulder, forearm or the chest.


Flag Guarding

An illegal act by the ball carrier to prevent a defender from pulling the ball carrier’s flags by stiff arm, lowering elbow or head, or by blocking access to the runner’s flags with a hand, arm, or ball.

ShovelPass

A legal forward pass across the LOS underhand, backhand or by pushing the ball forward.

Lateral

A backward or sideway toss of the ball by the ball carrier.

Unsportsmanlike

Conduct

A rude. confrontational or offensive behavior or language.

Equipment

  1. All players must wear official NFL FLAG belts and flags. Game balls should be age-specific.

  1. Players must wear shoes. Cleats may not be allowed at certain locations. This will be specified by your league organizer or site director. However, cleats with exposed metal are never allowed and must be removed.
  2. Players may tape their forearms, hands, and fingers. Players may wear gloves, elbow pads, and knee pads. Braces with exposed metals are not allowed.
  3. Players must remove all jewelry, hats, and do-rags. Winter beanies are allowed.
  4. Players may wear soft shell helmets but they must be secured at ALL times while on the playing field
  5. Players’ jerseys must be tucked into shorts or pants if they hang below the belt line.
  6. We recommend players wear shorts or pants that do not have pockets. Shorts or pants with belt loops or pockets must be taped. Games will not be delayed for a player to tape up pockets.
    1. NFL FLAG footballs will be provided.
  • Flag belts and flags cannot be the same color as the shorts or pants.

TOURNAMENT PLAY

  1. NFL FLAG belts and flags will be issued to ALL Teams at check-in. Teams MUST wear the equipment they are issued at check-in for every game played. NO EXCEPTIONS. Mouthguards will be available for purchase. Game balls will be provided by NFL FLAG and maintained by the Officials for each game.
  2. Teams not prepared to play at Game Time due to noncompliance for equipment will have their game timeouts taken up to AIL (3) for the time taken to get compliant.

Field

  1. There are two recommended field dimensions. Both with a midfield line to gain. No Run zones are located five yards prior to the line to gain and five yards prior to the endzone in the offense’s direction.
    1. 25 yards wide by 70 yards with two 10-yard endzones
    2. 25 yards wide by 64 yards long with two seven-yard endzones.
  2. No-run zones are in place to prevent teams from conducting power run plays. While in the no-run zones (a 5-yard imaginary zone before midfield and before the end zone), teams cannot run the ball in any fashion. All plays must be pass plays even with a handoff. No lateral passes in the pass zone.
  3. Stepping on the boundary line is considered out of bounds.
  4. Each offensive team approaches only TWO no-run zones in each drive (one zone 5 yards from midfield to gain the first down, and one zone 5 yards from the goal line to score a TD).

Timing & Overtime

  1. Regular Season Games are played on a 40-minute continuous clock with two 20-minute halves unless one team gains a 35-point advantage which will end the game. The clock stops for half-time injuries and the Officials’ discretion.
  2. Half-time is two minutes.
  3. Each time the ball is spotted, a team has 40 seconds to snap the ball.
  4. Each team has one 60-second timeout per half. They do not carry over.
  5. Officials can stop the clock at their discretion.
  6. In the event of an injury, the clock will stop and then restart when the injured player is removed from the field of play.
  7. If the score is tied at the end of regulation play, an overtime period will be used to determine a winner. Overtime format is as follows:
    1. Home team calls the toss to determine the team that chooses to be on offense or defense first
      1. If a second round of overtime must be played, the team that lost the coin toss will get to choose offense or defense for the start of the second round of overtime. This process continues with teams alternating who gets to choose to be on offense or defense to start out during every round of overtime.
      2. The referee will determine which end of the field the overtime will take place on.
    2. Each team will take turns getting Ine (l) play from the defense’s 5-yard line for one point or the defense’s 10-yard line for two points. Whether to go for one or two points is up to the offensive team. Whether or not the team that begins on offense converts the team that started on defense gets a chance on offense to win or tie by converting a one- or two-point play of their own.
      1. Example: Team A starts on offense and chooses to go for one point from the 5-yard line and is successful. Team B is then on offense and can choose to either go for one point from the 5-yard line to tie and force a second round of overtime or to go for two points from the 10-yard line for the win.
      2. If the second team on offense in an overtime round fails to beat or match the team that went first, the team that went first wins.
    3. Starting with the 2nd overtime, both teams must “go for two” from the 10-yard line
    4. Starting with the 3rd overtime, each team will get 1 play from the 5-yard line going out from the endzone. The team with the most yards will be the winner. The team with the most yards will be awarded 1 point added to their final score.
    5. Final Score will be recorded to include all points scored for each team
    6. All regulation period rules and penalties are in effect.
    7. There are no timeouts.
    8. Interceptions are returnable in OT, and worth 2 points
      1. Interceptions returned for a score in the first or second overtime period
      2. Interceptions advanced from the possession point in the third overtime period
    9. Each team has one rules challenge for the entire overtime session 
TOURNAMENT PLAY: Games are played on a 24-minute continuous clock with two 1Z-minute halves, a 25-second play clock, and three 30-second timeouts per game

Scoring

  1. Touchdown: 6 points
  2. PAT(point after touchdown) 1 point (5-yard line) or 2 points (10-yard line)
    • Note. 1-point PAT is pass only: 2-point PAT can be run or pass.
  3. Interceptions returned for scores during regular gameplay are worth six points, conversions or overtime are worth two points
  4. Safety: 2 points
    • A safety occurs when the ball-carrier is declared down in his/her own end zone. Runners can be called down when their flags are pulled by a defensive player, a flag falls out, they step out of bounds, their knee or arm touches the ground, a fumble occurs in the end zone or if a snapped ball lands in or beyond the end zone.
  5. A team that scores a touchdown must declare whether it wishes to attempt a 1-point conversion (from the 5-yard line or a 2-point conversion (from the 10-yard line). Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty.
  6. After one team is winning by 35 points or more, the game is over. Once a 35 or more point advantage is gained, no PAT will be attempted.
  7. Forfeits are scored 35-0 for the winning team.
  8. The coaches, officials, and scorekeeper must sign the score sheet. If a coach does not sign the score sheet before leaving the field, the scorekeeper will note on that score sheet and the score will be FINAL.

TOURNAMENT PLAY: Once point differential reaches or breaches 28 points, the game is over

Coaches

  1. Coaches are expected to adhere to NFL FLAG philosophies, coaching guidelines, and code of conduct.
  2. Coaches are permitted to Coach on the sideline.
    1. All team photographers, managers, position coaches, team moms, fans, etc. are required and must remain a minimum of 10 yards off the field in a designated viewing area.
    2. Coaches, this is your responsibility to keep your fans and any other team-associated members in the designated areas.

TOURNAMENT PLAY

  1. Only two coaches are permitted on the sidelines to coach.
  2. Coaches must remain on the sideline except to attend to an injured player.
  3. Teams may huddle on the sideline with their coach to get the play but the play clock will not stop once the ball is signaled ‘Ready for Play’.

Live Ball/Dead Ball

  1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead.
  2. The official will indicate the neutral zone and line of scrimmage.
    • It is an automatic deadball foul if any player on defense or offense enters the neutral zone. In regard to the neutral zone, the official may give both teams a “courtesy” neutral zone notification to allow their players to move back behind the line of scrimmage
  3. A player who gains possession of the ball in the air is considered in bounds as long as the first foot or other body part contacts the ground in the field of play.
  4. The defense may not mimic the offensive team signals D} trying to confuse the offensive players, while the quarterback is calling out signals to start the play. This will result in an unsportsmanlike conduct penalty.
  5. Substitutions may be made on any dead ball.
  6. Any official can whistle the play dead.
  7. Play is ruled “dead” when:
    1. The ball hits the ground.
      • If the ball hits the ground as a result of a bad snap, the ball is then placed where the ball hit the ground.
    2. The ball carrier’s flag is pulled.
    3. The ball-carrier steps out of bounds.
    4. A touchdown, PAT, or safety is scored.
    5. The ball carrier’s knee or arm hits the ground.
    6. The ball carrier’s flag falls out.
    7. The receiver catches the ball while in possession of one or no flag(s).
    8. Inadvertent whistle
    9. Ball carrier leaves their feet other than jump cuts, spinning, or to avoid a downed player on the field of play
  8. If an inadvertent whistle occurs the offense has two options. If it occurs on the last play of the half or game, the offense will be awarded one untimed down and given these two options:
    1. Take the ball where the whistle blew and the down is consumed
    2. Replay the down from the original line of scrimmage.
  9. A team is allowed to use a timeout to question an official’s rule interpretation. If the officials ruling is correct, the team will be charged a timeout. If the rule is interpreted incorrectly, the timeout will not be charged and the proper ruling will be enforced. Officials should all agree upon any controversial call in order to give each team the full benefit of each call.
  10. Officials should all agree in order to change a call on the field that is in dispute

NOTE: There are no fumbles. The ball becomes a dead ball. (If the ball is fumbled forward then it will be spotted where the ball carrier lost possession.)

Running

  1. The ball is spotted where the ball is when the flag is pulled.
  2. The quarterback cannot directly run with the ball. The quarterback is the offensive player who receives the snap.
  3. Only direct handoffs behind the line of scrimmage are permitted. Handoffs may be in front, behind, or to the side of the offensive player but must be behind the line of scrimmage. The offense may use multiple handoffs.
    1. “Center sneak” play is no longer allowed. The QB is not allowed to handoff to the center on the first handoff of the play.
    2. Any player who receives a handoff can throw the hall from behind the line of scrimmage.
    3. Once the ball has been handed off, in front, behind, or to the side of the quarterback, the seven-second parsing clock is eliminated and all defensive players are eligible to rush.
  4. No-run Zones are located 5 yards before each end zone and 5 yards on either side of midfield are designed to avoid short-yardage power-running situations. Teams are not allowed to run in these zones if the subsequent line is LIVE. (Reminder- Each offensive team approaches only TWO no-run zones in each drive – one 5 yards from midfield to gain the first down and one 5 yards from the goal line to score a TD).
  5. Runners may not leave their feet to advance the ball. Diving, leaping, or jumping to avoid a flag pull is considered flag guarding.
  6. Spinning/Jump Cuts are allowed, but players cannot leave their feet to avoid a flag pull.
    • Players spinning out of control will be called for flag guarding.
  7. Ball carriers may leave their feet and the play will continue for spinning, jump cuts, QB’s passing progression or if there is a clear indication that he/she has done so to avoid a collision with another player, and the play will continue without stoppage.
  8. No blocking or “screening” is allowed at any time.
  9. Offensive players in close proximity to the ball carrier must stop their motion once the ball has crossed the line of scrimmage. No running with the ball carrier.
  10. Flag obstruction – All jerseys MUST be tucked in before play begins. The flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.
  11. Any player who receives a handoff can throw the ball from behind the line of scrimmage.
  12. Once the ball has been handed off in front, behind, or to the side of the quarterback, all defensive players are eligible to rush.

Passing

  1. All passes must be thrown with one hand from behind the line of scrimmage, ball out of hand prior to breaching the line of scrimmage.
    1. There is no intentional grounding
    2. The quarterback may throw the ball away to avoid a sack. Pass must go beyond the line of scrimmage.
  2. Shovel passes are allowed.
    • If the quarterback throws the ball and then catches it, the play is dead and treated like an incomplete pass.

Receiving

  1. All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).
  2. Only one player is allowed in motion at a time. All motion must be parallel to the line of scrimmage and no motion is permitted toward the line of scrimmage.
  3. A player must have at least one foot or other body part in bounds, contacting the ground first with possession.
  4. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.
  5. Interceptions are returnable. If returned for a score during regular gameplay, the score will be worth six points, two points if returned during conversions and/or overtime.

Rushing the Passer

  1. All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players not rushing the quarterback can defend on the line of scrimmage.
  2. Once the ball is handed off, the seven-yard rule no longer is in effect and all defenders may go behind the line of scrimmage.
  3. A special marker or the referee will designate a rush line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.
    1. A legal rush is:
      1. Any rush from a point 7 yards from the defensive line of scrimmage.
      2. A rush from anywhere on the field AFTER the ball has been handed off by the quarterback.
    2. A penalty may be called if:
      1. The rusher leaves the rush line before the snap and crosses the line of scrimmage before a handoff or pass – illegal rush (5 yards from the line of scrimmage and first down).
      2. Any defensive player crosses the line of scrimmage before the ball is snapped – offsides (5 yards from line of scrimmage and first down).
      3. Any defensive player not lined up at the rush line crosses the line of scrimmage before the ball is passed or handed off – illegal rush (5 yards from the line of scrimmage and first down).
      4. If the offense draws the rusher(s) to jump the seven-yard marker prior to the snap of the ball, that rusher(sj CANNOT rush during that play. However, any other defender that is seven yards back may rush instead. Jumping the rush is not a penalty until the rusher crosses the line of scrimmage prior to the handoff or passed ball.
    3. Special circumstances:
      1. Teams are not required to rush the quarterback with the seven-second clock in effect.
      2. Teams are not required to identify their rusher before the play.
  4. Players rushing the quarterback may attempt to block a pass; however, contact with the QB, unless ruled incidental by the official, would result in a roughing the passer penalty.
  5. The offense cannot impede the rusher in any way. The rusher has the right to a clear path to the quarterback, regardless of where they line up prior to the snap. The PATH is set pre-snap from the rusher or rushers directly to the QB. PATH does not move once the quarterback moves. If the “path or line” is occupied by a moving offensive player. then it is the offense’s responsibility to avoid the rusher. Any disruption to the rusher‘s path and/or contact will result in an impeding the rusher penalty. If the offensive player does not move after the snap, then it is the rusher’s responsibility to go around the offensive player and to avoid contact.
  6. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The ball will be spotted where possession of the ball is once the flag is pulled.
    1. A Safety is awarded if the sack takes place in the offensive team’s end zone.

TOURNAMENT PLAY: 8U Division: May rush the passer at the snap from seven yards, and ‘No Run’ zones are active.

Flag Pulling

  1. A legal flag pull takes place when the ball carrier is in full possession of the ball.
  2. Defenders can dive to pull flags but cannot tackle, hold, or run through the ball carrier when pulling flags.
  3. It is illegal to attempt to strip or pull the ball from the ball-carrier’s possession at any time
  4. If a player’s flag inadvertently falls off during a play while that player has possession, the player is down immediately and the play ends. The ball is placed where the flag lands.
  5. If a player who has one or no flags in their belt takes possession of the ball, the play is dead at that spot on the field.
  6. A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.
  7. Flag guarding is an attempt by the ball carrier to obstruct the defender’s access to the flags by stiff arming, dropping the head, hand, ball, arm, or shoulder or intentionally covering the flags with the football jersey.

Formations

  1. Offenses must have a minimum of one player on the line of scrimmage (the center) and up to four players on the line of scrimmage. The quarterback must be off the line of scrimmage.
    1. Teams may shift formations prior to the snap as long as they are set for at least 1 second before the ball is snapped.
    2. One player at a time may go in motion at least 1 yard behind the line of scrimmage.
  2. Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start.
  3. The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands.

Unsportsmanlike Conduct

  1. If the field monitor or referee witnesses any acts of intentional tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. The decision is made at the referee’s discretion. No appeals will be considered. FOUL PLAY WILL NOT BE TOLERATED!
  2. Offensive or confrontational language is NOT allowed. Officials have the right to determine offensive language. If offensive or confrontational language occurs, the officials will determine if a warning or immediate ejection is warranted.
  3. Players may not physically or verbally abuse any opponent, coach or official.
  4. Ball carriers MUST make an effort to avoid defenders with an established position.
  5. Defenders must give free releases off the line of scrimmage to offensive players and are not allowed to run through the ball carrier when pulling flags. ROUGH PLAY WILL NOT BE TOLERATED
  6. Fans must also adhere to good sportsmanship as well:
    1. Yell to cheer on your players, not to harass officials or other teams.
    2. Keep comments clean and profanity-free.
    3. Compliment ALL players, not just one child or team.
  7. Fans are required to keep fields safe and kids friendly:
    1. Keep younger kids and equipment such as coolers, chairs, and tents a minimum of JO yards off the field in the end zone area.
    2. Stay in the end zone area, not between fields.
    3. Dispose of ALL trash in designated trash cans.
  8. Unsportsmanlike conduct penalties:
    1. Defense +10 yards from line of scrimmage and automatic first down
    2. Offense -10 yards from line of scrimmage and loss of down

Penalties

  1. General
    1. The referee will call all penalties.
    2. Referees determine incidental contact that may result from normal run of play.
    3. All penalties will be assessed from the line of scrimmage, except as noted. (Spot fouls)
    4. Only the team captain or head coach may ask the referee questions about rule clarification and interpretations. Players may not question calls.
    5. Games or halves may not end on a defensive penalty unless the offense declines it.
    6. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete.
    7. Penalties will be assessed as half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
    8. Spot fouls in end zone: Defensive (Ball on one-yard line, first down)/Offensive (Safety)
2. Defensive Spot Fouls HTML Table Generator
Foul Penalty
 Defensive pass interference Automatic first down 
 Holding +5 yards and first down
 Stripping +10 yards and automatic first down 
3. Offensive Spot Fouls HTML Table Generator
Foul Penalty
 Screening, blocking or running with the ball -10 yards and loss of down 
 Charging -10 yards and loss of down 
 Flag guarding -10 yards and loss of down 
4. Defensive Penalties HTML Table Generator
Foul Penalty
 Unnecessary roughness +10 yards and automatic first down 
Unsportsmanlike conduct  +10 yards and automatic first down 
Offside  +5 yards from line of scrimmage and automatic first down 
 Illegal rush
(Starting rush from inside the 7-yard marker)
+5 yards from line of scrimmage and automatic first down 
 Illegal flag pull
(Before the receiver has the ball)
 +5 yards from line of scrimmage and automatic first down
Roughing the passer   +5 yards from line of scrimmage and automatic first down
Taunting   +5 yards from line of scrimmage and automatic first down
5. Offensive Penalties HTML Table Generator
Foul Penalty
Unnecessary roughness   -10 yards and loss of down
 Unsportsmanlike conduct -10 yards and loss of down 
 Offside / False start -5 yards from line of scrimmage and loss of down 
 Illegal forward pass
(Any pass received or lands behind the line of scrimmage or throwing a pass after crossing the line of scrimmage)
-5 yards from line of scrimmage and loss of down 
 Offensive pass interference  -5 yards from line of scrimmage and loss of down 
 Illegal motion
(More than one person moving)
-5 yards from line of scrimmage and loss of down 
Delay of game  -5 yards from line of scrimmage and loss of down 
 Impeding the rusher -5 yards from line of scrimmage and loss of down 
Illegal procedure  -5 yards from line of scrimmage and loss of down 
 Taunting -5 yards from line of scrimmage and loss of down 

2023 SYFL 3rd/4th Grade Tackle Division Rules

1. General Rules:
 
A) Rosters: A maximum number of 40 players and a minimum of 15 players per team are suggested at final certification.  All players must be on final roster as of August 15, 2023. Players must a minimum of 7 years old (as of July 31st). All players must be entering 4th grade or under. Any player turning 11 years old prior to August 1, 2023 of the current season is ineligible.
 
B)  Weight Limits:  A maximum weight of 115 lbs. will be enforced for running or advancing the ball.  All players will be weighed in the presence of a Board Member of their respected Club.   A roster with players’ name, jersey number and weight will be provided to all other clubs in the SYFL.  All players exceeding the established weight limit will have a yellow stripe that runs from front to back on their helmets.  Any fumbles/interceptions recovered by a striped player will be placed at the spot of the recovery/interception.
 
C) Official Team Rosters: All organizations shall be given rosters of teams on its schedule. Players Names, Height, Weight and Jersey number shall be listed on rosters. Dates for Height and Weight Certification shall be determined in July.
D) Lines to Gain & Field Set-Up: All tackle fields shall be divided into 5 or 10 yard zones and conforms to MSHSAA rules. The Line of Scrimmage (LOS) extends from sideline to sideline. All tackle fields shall be marked with extended yard lines to mark Coach’s Boxes as follows: Coach’s Box extend from mid-field to the 20 yard lines. No persons other than League Officials, Referees, Coaches; Players are allowed in the box. Team may be penalized for unsportsmanlike conduct and a 15 yard penalty shall be assessed if other persons are in the box.
 
E) Ball Sizes: The home team shall supply the game ball. The visiting team may use their ball if preferred.
·   3rd/4th Grade: Peewee/K2 football
 
F) Jersey numbers shall not be restricted a certain position as in high school rules.
 
G) Fighting: Any player ejected for fighting shall be subjected to an incident review by the SYFL Board. Any player involved in a fight may be suspended for a period of not less than one game or up to the remainder of the season and/or permanently from SYFL.
 
H) Playing Up: A younger player can be moved up to the next grade with Registration Committee approval only. Once the player is moved, player must remain in that Division throughout the season.
 
I) Injuries, Accidents & Safety Equipment: Certified Athletic Trainers are on-site for all SYFL games played in Columbia to assess and treat sports injuries. “911” shall be called for immediate medical assistance for any potentially serious or life-threatening injuries.
1. Return to Play: The Athletic Trainer has the sole authority to determine a player’s eligibility to return to play after an injury sustained during a practice or game.
2. Concussions: In the event a player appears to have suffered a potential concussion, the Athletic Trainer has the sole authority to allow or disallow a player to return to play.  Any Coach who returns a player with a suspected concussion to play without consent of the Athletic Trainer or other Medical expert shall be immediately ejected from the game and be suspended from coaching indefinitely.  When In Doubt, Sit Them Out!
3. Safety Equipment: All players shall wear NFHS approved equipment.  Jerseys and/or pants shall cover all player equipment.  Players shall only use mouth guards which are tethered to their helmet to ensure proper use and/or prevent accidental dental injury.
 
 
2. Games & Play Rules: 
 
A) Minimum Play Rule (MPR):   Each player will be required to play a minimum of SIX (6) plays per half.  Coaching staffs shall ensure each player meets the MPR.
 
B) Official Rules: SYFL shall play using MSHSAA rules with the additions/exceptions hereby termed “Modified Rules”.
 
C) Game Clock: All games shall be played with a running clock and shall consist of four (4) fifteen (15) minute quarters. The Game Clock shall only stop for the following: 1) a timeout; 2) after an extra point attempt; 3) a delay of game penalty or 4) injuries until the final two minutes of each half. The last two minutes of each half shall be played in accordance with MSHSSA rules.
 
D) Mercy Rule: If at any point in the game, one team has a 28 point advantage, a continuous running clock shall be in effect until the differential is less than 28 points. The clock shall only stop for timeouts and injuries. This includes the last two minutes of each half.
1. Times outs: The leading team may not use time outs during final 2 minutes of each half when the Mercy Rule is in effect.
2. Kick-Offs under Mercy Rule: In lieu of a kick-off after the leading team scores, the ball shall be placed at the trailing team’s 40 yard line. If the trailing team scores, the kick-off is a live kick return.
 
E) Play clock: The ball must be put into play within 40 seconds after the ready-to-play whistle. Offensive team shall be penalized five yards for delay of game if it fails to put the ball in play by either snap or free kick before the play clock expires. The Game Clock shall stop for the delay of game penalty and resume running when the ball is put into play on the next play.
 
F) Half time: Shall consist of a twelve (12) minute period plus three (3) minutes for warm ups.  Total of 15 minutes for halftime
 
G) Regular Season Overtime Period: The ball shall be placed at the 20 yard line and each team shall get one set of downs to score.  If the score remains tied after this set of downs then the game shall stand as a tie.
 

H) Post Season Overtime Periods: The ball shall be placed at the 20 yard line and each team shall get one set of downs to score. If the score remains tied after this set of downs then the process shall be repeated until the score is no longer tied.

I) Chains: The “home” team is responsible for working the chains. The chains must stay on the home team side of the field.
 
3. Modified Rules: 
 
3rd/4th  Grade: MSHSAA rules shall be used, with the following exceptions:
 
1.      Kick-off: There are NO kickoffs.   Play starts on your own 20 Yard Line. 

2.      Extra Point Kicking: Place kicking shall be allowed as a “dead” ball play. Defense must take a knee.  A deep snap is required.  Ball holder must be on a knee, receive and place the ball for kick.  If ball touches ground during the snap, holder may retrieve the ball and resume ball placement.  The Kicker then has 8 seconds to kick the ball.   If the kicker doesn’t kick within 8 seconds, the attempt is failed.

3.      Points after Touchdown
·         extra point for run or pass conversion;
·         extra points for kicking the ball the through uprights.

4.      Punting:  There is NO Punting.  Punts are a 30 yard walk off.  If you inside the opponents 30 yard line, and decide to punt, this is an automatic touchback.  Resulting in the opposing team starting at their 20 Yard Line. 

5.      Safety: After a safety is scored, the ball is put into play by at the 30 yard line.  

6.  Defense:
1.   Defense will NOT line up over center at any time.   Defense Tackles must line up in front of the Offensive Guards. 
2.   Blitzing is allowed.   Teams are NOT allowed to walk up blitzes.   
 
7.  “5th Quarter” Rule
                At the end of game, if there is a need for a team to get some play time for certain players, an untimed, unscored series of Offensive and Defensive Plays will be played.  Each team will get 10-15 plays of offense and defense.  Number of plays will be determined by the coaches. 
 
8.   Coaches on the field
ONLY offensive coaches may be on the field.   No coaches are allowed on the field during defense.   Coaches on the field can not give instructions once the QB has started his cadence.   Coaches must back up 10 yard behind the RB/QB.
 
9.  Penalties
Targeting 
1st Offense from a player – 15 yard penalty and a warning.
2nd offense from same player – 15 yard penalty and ejection from the game.
3rd offense from same player – 15 yard penalty and 2 game suspension.
 
Horse-Collar
15 yard penalty
 
Chop Block
15 Yard Penalty
 
BlindSide Block
15 yard Penalty
 
Aggressive Tackling Around the Head/Neck
1st Offense from a player – 15 yard penalty and a warning.
2nd offense from same player – 15 yard penalty and ejection from the game.
3rd offense from same player – 15 yard penalty and 2 game suspension.
 
Targeting means that a player takes aim at an opponent for purposes of attacking with forcible contact that goes beyond making a legal tackle or a legal block or playing the ball. Some indicators of targeting include but are not limited to:
Launch — a player leaving his feet to attack an opponent by an upward and forward thrust of the body to make forcible contact in the head or neck area
A crouch followed by an upward and forward thrust to attack with forcible contact at the head or neck area, even though one or both feet are still on the ground
Leading with helmet, shoulder, forearm, fist, hand or elbow to attack with forcible contact at the head or neck area
Lowering the head before attacking by initiating forcible contact with the crown of the helmet.
 
Horse-Collar – 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.
 
Chop Block – A Chop Block is a block by the offense in which one offensive player (designated as A1 for purposes of this rule) blocks a defensive player in the area of the thigh or lower while another offensive player (A2) engages that same defensive player above the waist.
 
Blind Side Block – A blindside block is defined as a player initiating a block when his path is toward or parallel to his own end line, and he makes forcible contact to his opponent with his helmet, forearm, or shoulder.
 
Aggressive Tackling around the Head/Neck – Any player purposely attacking the head or neck area of a ball carrier in order to bring them down to the ground.  For example, wrapping up around the head and turning/twisting the head to bring them down in an unsafe manner.

2023 SYFL 5th & 6th Grade Tackle Division Rules

1. General Rules:

A) Rosters: A maximum number of 36 players and a minimum of 15 players per team are suggested at final certification.  All players must be on final roster as of August 15, 2023. Players must a minimum of 9 years old (as of July 31st). All players must be entering 6th grade or under. Any player turning 13 years old prior to August 1, 2023 of the current season is ineligible.

B) Official Team Rosters: All organizations shall be given rosters of teams on its schedule. Players Names, Height, Weight and Jersey number shall be listed on rosters. Dates for Height and Weight Certification shall be determined in July.

C) Lines to Gain & Field Set-Up: All tackle fields shall be divided into 5 or 10 yard zones and conforms to MSHSAA rules. The Line of Scrimmage (LOS) extends from sideline to sideline. All tackle fields shall be marked with extended yard lines to mark Coach’s Boxes as follows: Coach’s Box extend from mid-field to the 20 yard lines. No persons other than League Officials, Referees, Coaches; Players are allowed in the box. Team may be penalized for unsportsmanlike conduct and a 15 yard penalty shall be assessed if other persons are in the box.

D) Ball Sizes: The home team shall supply the game ball. The visiting team may use their ball if preferred.
·         5TH/6TH Grade:  Junior Size football
 
E) Jersey numbers shall not be restricted a certain position as in high school rules.

F) Fighting: Any player ejected for fighting shall be subjected to an incident review by the SYFL Board. Any player involved in a fight may be suspended for a period of not less than one game or up to the remainder of the season and/or permanently from SYFL..

G) Playing Up: A younger player can be moved up to the next grade with Registration Committee approval only. Once the player is moved, player must remain in that Division throughout the season.

H) Injuries, Accidents & Safety Equipment: Certified Athletic Trainers are on-site for all SYFL games played in Columbia to assess and treat sports injuries. “911” shall be called for immediate medical assistance for any potentially serious or life-threatening injuries.
 
1.       Return to Play: The Athletic Trainer has the sole authority to determine a player’s eligibility to return to play after an injury sustained during a game.
2.       Concussions: In the event a player appears to have suffered a potential concussion, the Athletic Trainer has the sole authority to allow or disallow a player to return to play. Any Coach who returns a player with a suspected concussion to play without consent of the Athletic Trainer or other Medical expert shall be immediately ejected from the game and be suspended from coaching indefinitely. When In Doubt, Sit Them Out!
3.        Safety Equipment: All players shall wear NFHS approved equipment. Jerseys and/or pants shall cover all player equipment. Players shall only use mouth guards which are tethered to their helmet to ensure proper use and/or prevent accidental dental injury.

2. Games & Play Rules: 
 
A) Minimum Play Rule (MPR):  If you have a roster of 25 or less, each player will be required to  play a minimum of SIX (6) plays per half.  If you have a roster of 26 or more, each player will be required to play a minimum of FOUR (4) plays per half.  Coaching staffs shall ensure each player meets the MPR.  

B) Official Rules: SYFL shall play using MSHSAA rules with the additions/exceptions hereby termed “Modified Rules”.

C) Game Clock: All games shall be played with a running clock and shall consist of four (4) fifteen (15) minute quarters. The Game Clock shall only stop for the following: 1) a timeout; 2) after an extra point attempt; 3) a delay of game penalty or 4) injuries until the final two minutes of each half. The last two minutes of each half shall be played in accordance with MSHSSA rules.

D) Mercy Rule: If at any point in the game, one team has a 28 point advantage, a continuous running clock shall be in effect until the differential is less than 28 points. The clock shall only stop for timeouts and injuries. This includes the last two minutes of each half.
 
1.        Times outs: The leading team may not use time outs during final 2 minutes of each half when the Mercy Rule is in effect.
2.       Kick-Offs under Mercy Rule: In lieu of a kick off after the leading team scores, the ball shall be placed at the trailing team’s 40 yard line. If the trailing team scores, the kick-off is a live kick return.
 
E) Play clock: The ball must be put into play within 40 seconds after the ready-to-play whistle. Offensive team shall be penalized five yards for delay of game if it fails to put the ball in play by either snap or free kick before the play clock expires. The Game Clock shall stop for the delay of game penalty and resume running when the ball is put into play on the next play.

F) Half time: Shall consist of a EIGHT (8) minute period plus two (2) minutes for warm ups.  Total of 10 minutes for halftime

G) Regular Season Overtime Period: The ball shall be placed at the 20 yard line and each team shall get one set of downs to score.  If the score remains tied after this set of downs then the game shall stand as a tie.

H) Post Season Overtime Periods: The ball shall be placed at the 20 yard line and each team shall get one set of downs to score. If the score remains tied after this set of downs then the process shall be repeated until the score is no longer tied.

I) Chains: The “home” team is responsible for working the chains. The chains must stay on the home team side of the field

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