CFC National 7on7 Series – Ottawa rules

RULE BOOK – OTTAWA 7on7

QUICK NOTES:

– Teams are guaranteed 3 games

– games are 22 minute halves plus 5 games to end each half

– full field games

Rule 1 – The Kick Off

1.1 To begin a game, a team will kick off from their own 45 yard line or, if it is a non-regulation field, 10 yards back from the centre line. When the official blows the whistle to signal the kick off, the kicking team has 20 seconds to kick the ball or be penalized 10 yards for delay of game. This procedure is also used following a touchdown if the non-scoring team elects to receive the kick off.

1.2 The ball is normally kicked off from a tee, which cannot raise the lowest part of the ball more than two inches off the ground. If a tee is not used, the ball can be held while on the ground, by a member of the kicking team. The ball must be placed between the hash marks (24 yards in from the sidelines).

1.3 On a kick off all players of the receiving team must be at least 20 yards from the kick off line at the time the ball is kicked. Members of the kicking team must stay behind the kick off line until the ball is kicked. Failure to do so will result in a five-yard offside penalty or 10-yard dead ball foul at the option of the non-offending team; however the 10-yard dead ball option cannot place the ball closer to the kicking team’s goal line than 20 yards past the kick off spot in the direction of the receiving team’s goal line.

1.4 To be a legal kick off the ball must travel 20 yards towards the receiving team’s dead ball line before it is touched by a member of the kicking team. It is an illegal procedure penalty if the ball is touched by a member of the kicking team prior to traveling 20 yards downfield or if it does not travel the 20 yards downfield, unless it is touched first by a member of the receiving team.

1.5 Members of the kicking team can touch the ball, or down it, after it travels 20 yards and before it is touched by a member of the receiving team. The kicking team does not have to “give yards” on a kick off. The kicking team cannot normally recover their own kick unless it first touches a member of the receiving team, goes into the air and is caught by a member of the kicking team prior to the ball touching the ground.

1.6 If the ball goes out of bounds on a kick off, it is a five yard illegal procedure penalty against the kicking team. The receiving team has the option to have the ball re-kicked at a point five yards back from the point of the last kick, to take possession of the ball 10-yards up from the point it went out of bounds if the kick went 20 yards, or to take possession of the ball at their own 10 yard line. The 10-yard dead ball option cannot place the ball closer to the kicking team’s goal line then 20 yards past the kick off spot in the direction of the receiving team’s goal line.

Rule 2 – The Scrimmage

2.1 A huddle is not compulsory except in the following circumstances: after any time out; after a change in possession; after change of ends at the end of a period. The offensive team has 20 seconds to snap the ball after the referee has blown the play in. Failure to do so will result in a five yard time count penalty.

2.2 Teams are allowed to have a partial huddle where some players are huddled and others are not, however, “sleeper” plays are illegal and subject to an illegal procedure penalty. The officials will call a “sleeper” play when the offense deliberately attempts to deceive the defense as to which players are legally on the field.

2.3 To begin a play from scrimmage, the ball must be placed on the ground, between the hash marks, and then snapped through the legs of the centre to the quarterback, who is defined as the first player to touch the ball after it is snapped. If the ball is taken to the huddle or not left on the ground it will become in play as soon as the centre lifts it off the ground after placing it on the ground. If the ball is left on the ground the centre is permitted to lift it off the ground once and then it is in play as soon as the centre lifts it off the ground after having placed it back on the ground. The quarterback must receive the snap at least five yards behind the line of scrimmage. Prior to the snap, the centre must position the ball between the legs next to the bag that marks the line of scrimmage that is also between the legs. Failure to do so will result in a five yard illegal procedure penalty.

2.4 The first person to cross the line of scrimmage for the defense, usually referred to as the rusher, must be at least five yards away from the line of scrimmage at the time of the snap. The rusher must be allowed a clear and direct path to the quarterback. Members of the opposing team are not allowed to block or interfere with the rusher. To maintain this clear and direct path, the rusher must line up one yard outside the feet of the opposing centre and not directly in front of that player. Also the rusher must line up within five yards of either side of the centre’s feet. Lining up outside of this area causes a loss in rusher privileges. These rules apply if more than one rusher is used. Blocking or interfering with the rusher results in a ten yard obstruction penalty against the offense.

2.5 Once the centre sets the ball on the ground for the snap, the rusher is not permitted to change sides and maintain rushing privileges with the centre; unless, the quarterback goes in motion prior to the snap of the ball.

2.6 To permit the centre to participate in the play, no opponent is permitted to line up within three yards directly in front of the centre. Players are not allowed to cross the line of scrimmage to listen to the opponent’s huddle. These infractions would result in a five yard illegal procedure penalty.

2.7 If both teams go offside as the ball is snapped, the play is whistled dead and the down is replayed with no penalty.

Rule 3 – Passing

3.1 All players are eligible to receive a forward pass. There can be only one forward pass on each scrimmage play. A forward pass is one in which the ball is intentionally thrown or handed towards the opponent’s goal line. A forward pass is legal, if it is the first pass thrown from behind the line of scrimmage. A forward pass cannot be thrown during a kick off or after the ball has been punted.

3.2 A pass is considered complete if the player has possession and control of the ball prior to going out of bounds. To be considered in bounds the receiver must touch the ground in bounds with some part of the body prior to any part of the body touching an out of bounds area. The boundary lines, which mark the outer limits of the field, are considered to be out of bounds.

3.3 If a receiver could have landed in bounds but was pushed out of bounds by an opponent, the catch will be awarded to the receiver. It is the official’s judgment as to whether the receiver could have landed in bounds.

3.4 A pass caught simultaneously by players on opposite teams will be awarded to the team that had possession prior to the pass.

3.5 A player who bobbles the ball and is touched while bobbling the ball will be considered to be touched if and when the player finally gains possession of the ball and is still in bounds. If yards were gained, the ball will come back to the point where the receiver was first touched by the opponent. The intent of this rule is to prevent players from intentionally bobbling the ball to avoid a touch and gain yards.

3.6 Players can lateral the ball at any time during a play. A lateral pass is a pass that travels parallel to, or in the direction of, the passer’s dead ball line. An attempted lateral that results in the ball going forward and being caught by a teammate is illegal and is ruled an offside pass. If a player makes an offside pass, the ball comes back to the point from where the pass was initiated.

3.7 When an offensive player touches a lateral pass behind the line of scrimmage before any forward pass is thrown and the ball then touches the ground, the ball is live to the offense only. The defense may touch the last offensive player that touched the ball or they may touch the loose ball and down it to end the play.

3.8 A pass is incomplete when the ball touches the ground, the goal post or an official or lands out of bounds.

3.9 When the passer deliberately throws a pass to an area where there is no receiver in an obvious attempt to avoid a loss of yards, the team will be penalized for grounding the ball. The penalty is a loss of down at the point the ball was thrown.

3.10 If a defender intercepts a pass in their end zone, no points are awarded and the team that intercepted the ball is awarded first down on their 10 yard line.

Rule 4 – Scoring

4.1 A touchdown counts as 6 points; a convert from the five yard line is 1 point; a convert from the 10 yard line is 2 points; a safety touch is 2 points; and a rouge is 1 point.

4.2 A touchdown is scored by carrying the ball into the opponent’s end zone or by catching the ball in the opponents’ end zone prior to it touching the ground. The ball is considered to be in the end zone when any part of the ball touches or crosses the plane of the goal line.

4.3 After a touchdown is scored, the scoring team may try a convert attempt. The scoring team will choose to attempt a 1 point convert from the five yard line or 2 point convert from the ten yard line. The unrestricted yardage on Personal/Major Foul rule does not apply on the chosen convert attempt so that the distance for a 2 or 1 point attempt remains different. Converts are passing or run attempts; no kicking is allowed. If there is a penalty on a convert attempt, the scoring team is not permitted to change its choice if there is a repeated attempt. The unrestricted yardage penalty does apply if the penalty occurs during a convert attempt.

4.4 On a convert attempt, the ball is scrimmaged in the centre of the appropriate yard line. If there are goal posts on the field the scoring team has the right to move the ball to either hash mark (24 yards in from either sideline).

4.5 After a convert attempt, the non-scoring team may elect to have the scoring team kick off from their own 45 yard line or the non-scoring team may elect to kick off from their own 45 yard line.

4.6 A safety touch is awarded to a team when the offense causes the ball to go into their own end zone and the play is ruled dead prior to the ball being brought out of the end zone. A ball is considered to be in the end zone if any part of the ball is still in the end zone.

4.7 After a safety touch, the scoring team can choose one of three options: to have the non-scoring team kick off from the non-scoring team’s 35 yard line, to scrimmage the ball, first and ten, from their own 35 yard line or to kick off from their own 35 yard line.

4.8 A rouge is scored when a team legally kicks the ball or deflects an opponent’s lateral into the opponent’s end zone and the ball is not brought out of the end zone. For a rouge to be scored on a kick off, the ball must land in the field of play or in the end zone prior to going out of bounds.

4.9 After a rouge is scored, the non-scoring team will scrimmage the ball, first and ten, from their own 35 yard line.

Rule 5 – Punts

5.1 For a ball to be considered a punt it must be deliberately dropped and then kicked with the foot or leg before the ball touches the ground.

5.2 Any player may punt the ball, even after catching a pass over the line of scrimmage. Once the ball is legally punted, the punting team gives up possession of the ball.

5.3 After a punt, players of the punting team cannot touch the ball or be touched by the ball until an opponent touches the ball. They must also be at least five yards away from the ball when it is first touched by an opposing player. Failure to do so will result in a ten yard “no yards” penalty from the point the ball was first touched. Players on the punting team who are within 5 yards but are making an attempt to give 5 yards and do not make a play on the ball will not be penalized for “no yards”.

5.4 Any player on the receiving team can catch a punt and advance it. There is no blocking permitted on a punt return. If a player attempts to catch a punt and the ball touches the player then hits the ground, the play will be live if the ball goes in the direction of, or parallel to, the receiver’s dead ball line. If the receiver touches the ball and the ball goes forward and hits the ground, the play is dead when the ball hits the ground and is brought back to where it was touched.

5.5 A punt is considered blocked by the opposing team when a player of that team strikes the ball and the ball travels in the direction of, or parallel to, the punting team’s dead ball line and hits the ground or is touched by a player of the punting team. The play is ruled dead and the non-punting team will take possession of the ball at the point the ball was blocked.

5.6 If a punt is deflected and the ball travels in the direction of the receiving team’s dead ball line, the punt is legal and the play continues. The deflection is ignored and “yards” must be given by members of the kicking team.

5.7 When a punted ball hits the ground behind the line of scrimmage or behind the kicker’s goal line, the play is dead. If this occurs in the field of play, the opposing team will take possession of the ball at the point the ball hits the ground. If this occurs in the end zone the opposing team will be awarded a safety touch if it is a scrimmage play OR a single point, if it is a return punt from the end zone.

5.8 When a punt is blocked in the field of play, the non-punting team is considered to be in possession. If the punt is blocked in the end zone, the punting team is considered to be in possession.

5.9 If a player accidentally or deliberately kicks the ball with the foot or leg

without having had control of the ball in the hand, the ball becomes an onside or offside pass depending on its direction and will remain live until it hits the ground.

5.9 A short punt falling within a group of players can be blown dead for safety reasons.

Rule 6 – Timing & Time outs

6.1 The game usually consists of four 15 or 18-minute quarters. At the end of the first and third quarters, teams switch ends but downs continue. A quarter will end when the referee has no time left on the clock. If, at the end of the previous play, the referee has at least some time left on the clock, there will be at least one more play in the quarter. If there is a touchdown scored on the last play of a half, the convert will be attempted but there will be no subsequent kick off.

6.2 At the end of the second quarter, there is an agreed upon rest period (half time) and the third quarter begins with a kick off.

6.3 Time runs continuously in the first and third quarters except for Referee approved time outs. In the second and fourth quarters, time runs continuously, except for time outs, for the first 12 or 15 minutes. During the last three minutes of the second and fourth quarters, there are special timing rules which come into effect. The clock will be stopped in the following situations:

a. when an official calls a timeout – clock starts on the snap on the subsequent play.

b. when a touchdown is scored – clock starts when the receiving team touches the ball on the subsequent kick off.

c. when a safety touch is scored – clock starts on the snap on the subsequent play or when the receiving team touches the ball on the kick off.

d. when a rouge is scored – clock starts on the snap on the subsequent play.

e. on a change of possession – clock starts when the official blows the play in on the subsequent scrimmage play.

f. on a penalty application – clock starts when the official blows the play in on the subsequent scrimmage play or when the receiving team touches the ball on a kick off.

g. for a time count violation – clock starts on the snap on the subsequent play.

h. team time out – clock starts on the snap on the subsequent play.

i. injury – the team with the injured player can use a team time out for the injury and the clock will start on the snap of the subsequent play. If it does not use a team time out, the non-injured team has the option to remove 10 seconds from the game clock prior to the start of the next play and the clock will start on the snap of the subsequent play.

6.4 Each team is allowed a maximum of three time outs per game. There is one 60-second time out per half, which, if not used in the first half, cannot be carried over to the second half and an additional 60-second time out to be used at any time during the game.

6.5 Any player or coach can request the Referee to call a time out. Time outs can only be called during dead ball situations.

6.6 The referee will notify each team when there are 15 seconds left in the time out. A time out may be shortened if both teams agree.

6.7 All offensive players must huddle after a time out or be penalized five yards for illegal procedure.

6.8 After a time out, the clock will not start until the snap of the ball on the subsequent play. If the subsequent play is a kick off, the clock will not start until the ball is touched by a player on the receiving team. If the ball goes out of bounds on the kick off the clock will start on the snap of the ball on the subsequent play.

6.9 A team cannot call two consecutive time outs without a play occurring between the time outs.

6.10 The Referee may stop the clock when it is deemed necessary by any of the officials. The clock will start after the Referee whistles the next play in.

6.11 The clock is stopped when a ten yard delay of game penalty is applied. The clock will start when the ball is snapped or kicked off.

6.12 The clock is stopped when a safety touch is scored. The clock will start when the Referee whistles in the subsequent play.

6.13 If the Referee takes a time out for an injury to one of the players, the injured player must be removed for at least one play unless the team decides to use a time out.

6.14 If the game is tied after regulation time and a winner must be declared, overtime can be played. Options for conducting overtime include playing an overtime period of twenty minutes, divided into two ten minute halves. Overtime can also involve the use of converts to break the tie, with each team being given three convert attempts, alternating on offense then defense. League and tournament organizers are encouraged to clearly define their method of overtime prior to the league or tournament play.

Rule 7 – Pass Interference

7.1 Pass interference is defined as one player taking away the positional advantage of another player. This can occur:

a. through direct contact whereby one player makes contact with an opponent and causes the opponent to move off stride or away from the opponent’s intended direction;

b. when a player steps into the intended and declared path of an opponent, causing the opponent to slow down or change direction;

c. during a deliberate attempt to block the opponent from reaching the arrival point of the ball.

d. holding onto a player, preventing them from getting to their intended path.

7.2 Pass interference is considered to be in the target zone when the interference occurs in close proximity to the intended arrival point of the ball and the receiver, while the pass is in the air. All other pass interference will be assessed as remote zone interference.

7.3 If a player is not playing the ball and extends the arms or waves a hand in an attempt to distract a receiver or block the vision of the receiver or to touch the ball that player is considered to have committed pass interference in the remote area. If the ball is touched or if the receiver’s direct line of vision is blocked, it is considered to be pass interference in the target zone.

7.4 If pass interference occurs while the pass is in the air and the official rules that the ball would not have been caught without the interference then the pass interference is considered to be in the remote zone rather than the target zone. This applies regardless if the interference is committed by the defender or the receiver.

7.5 Both offensive and defensive players can be called for pass interference. If the defense commits pass interference in the target zone, the offense is awarded the ball at the point of the infraction or ten yards in advance of the point of last scrimmage. If the offense commits pass interference in the target zone and the penalty is accepted, the defense is awarded the ball at the point of the foul or if on third down at the point of last scrimmage. If either team commits remote zone pass interference, the penalty is 10 yards from the point of last scrimmage.

Rule 8 – Equipment

8.1 Teams may use their own football during the game or, if they agree, one game ball may be used by both teams. Each league or tournament can set its own specifications regarding the dimensions and type of football to be used based on the age and skill of the participants. No team or player is permitted to make alterations to the natural surface of the ball being used. Teams doing so will be penalized ten yards for objectionable conduct.

8.2 Players are not permitted to use paste stick’em on their hands or uniforms. Players who do so will be penalized ten yards for objectionable conduct and will be removed from the game until it is removed.

8.3 If two teams are using similar sweaters, the winner of the coin toss has the option to change sweaters. Uniforms cannot contain any equipment that would cause injury to any player. The Referee will be the final authority on equipment that may be injurious to participants or on any equipment or devices that are not covered in the rules.

8.4 Jewelry must be removed prior to the start of the game. If it is not possible to remove the jewelry it must be covered up completely. Medical bracelets may be worn but they must be fastened securely so as not to cause injury. The Referee will have the final decision as to the acceptability of equipment.

8.5 It is not mandatory to wear cleats but shoes with heels are not acceptable. Spikes or similar sharp pointed type shoes such as track spikes, metal baseball cleats or golf shoes are not permitted. If cleats are worn, there is no minimum or maximum number of cleats to be worn, but the cleats must be a part of the natural design of the shoe.

8.6 If a player is wearing unacceptable equipment or shoes, the player must leave the game for at least one play and remove the equipment before returning. If the player returns to the game with the unacceptable equipment, the team will be penalized for objectionable conduct and the player will be ejected.

8.7 If a participant has incurred a wound that is bleeding or if there is enough blood on a participant or on the participant’s uniform to such an extent that it may be transferred to another individual, the participant must leave the playing field until the problem is resolved to the satisfaction of the Referee.

Rule 9 – Procedures

9.1 The standard field is 110 yards long and 65 yards wide with 20 yard end zones at each end. Hash marks should be 24 yards in from each sideline. Centre field is at the 55 yard line. Boundary lines must be at least one yard inside obstructions or tracks.

9.2 Goal posts are not required for the game of touch football. If they are present, they must be padded to prevent injury. Goal posts are considered to be in the end zone.

9.3 The team benches should be on the same side of the field opposite the spectators. They should be a minimum of five yards back from the sideline and between the 25 and 45 yard lines. Players must stay in their bench area when off the field or be penalized ten yards for objectionable conduct.

9.4 Each team may have a maximum of seven players on the field during play although teams can play with less than seven players on the field during the game. If a team has more than seven players on the field during a play, the team will be penalized ten yards for illegal substitution.

9.5 Substitute players may enter the field only when the play is dead. Substitutes must enter from the bench side and players leaving the field must go directly to the bench area. Substitutes may not enter the field after the offense has broken its huddle or after the kicker has begun the approach to the ball on a kick off. A player who enters the field to communicate a play to a teammate must remain on the field for the next play. The penalty for violating these rules is ten yards for illegal substitution.

9.6 Teams are permitted a maximum of four captains per game. Only the captains are permitted to discuss rule applications with the Referee, to request measurements, and to choose options on penalty applications.

9.7 Bean bags are used to mark the line of scrimmage, the rusher’s line and the first down marker. Each bag should be at least 4″ square. Two bags are of the same colour – one for the line of scrimmage and one for the rusher’s position – and the third bag, indicating the first down marker, must be of a different colour.

9.8 If there is an inadvertent whistle by the officials on a play, the play will stand if the whistle did not affect the outcome of the play. If the outcome was affected by the whistle, the team that was affected can let the play stand as of the whistle or repeat the play from the point of last scrimmage. If it is not possible to determine who was adversely affected, the play will be repeated.

9.9 If the ball touches an official during a play, it will be treated as if the ball touched the ground during the play and the appropriate ruling will be made.

Rule 10 – Live Ball/Dead Ball

10.1 If the ball hits the goal post the play is whistled dead.

a. If it is a kickoff and the ball hits the goal post in flight the ball is placed at the receiving team’s 25 yard line. If it hit the goal post after striking the ground or a player of the receiving team, it will be placed on the receiving team’s 10 yard line.

b. If it is a punt from the field of play, the ball is placed at the 10 yard line and no points are awarded. If it is the initial punt from the team’s own end zone, it is a safety touch.

c. If it is a forward pass from behind the line of scrimmage, the play is dead and the ball comes back to the line of scrimmage and loss of down (i.e. incomplete pass).

d. If it is a onside lateral by the offense and the ball hits goal post in flight, it is a safety touch.

10.2 If a ball lies motionless on the ground for three seconds and there is no attempt to play the ball, the play shall be whistled dead.

10.3 Players are not allowed to extend the ball using their arms, to gain additional yards while the play is live. There is a five yard penalty for doing so and the ball is considered dead at the point the extension began.

10.4 Players who have possession of the ball are not permitted to dive forward in an effort to gain additional yards. The penalty is 15 yards and the ball is considered dead at the point the dive began.

10.5 When the play is live and a member of the defensive team deliberately touches the ball carrier, the ball, or any part of the ball carrier’s equipment, the play will be whistled dead. The official must see the touch for the whistle to be blown. The

touch can be with one hand only, although a two handed touch is permissible provided it is not unduly harsh.

10.6 If a defender jumps over a fallen ball carrier in order to avoid a collision, a touch will be awarded to the defense and the play is whistled dead.

10.7 If the quarterback mishandles the snap or the snap travels over the quarterback’s head without being touched, the ball is live to the offense only.

RULES adapted from Touch Football Canada rules c. 2004, revised 2011.  Rules are commonly used in Ottawa area touch football.

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