**NEW RULES EFFECTIVE
SPRING , 2008**


1. Age Requirements
IF NOT over 18 years old, player must have parental approval.
***IF UNDER 18, PARENT WAIVER MUST BE SIGNED**
2. Gender Eligibility
Goin’ Deep! is open to adults of either gender. Although most of the participants are men, women are welcome to play.
3. Roster Limits
Each team may carry ONLY SEVEN (7) players on their team roster.
**Only players on roster are eligible to participate.**
**ADDITIONAL PLAYER (MAX 1) MAYBE ADDED FOR $45**
Use of a non-rostered player, without consent of commissioner, will result in game forfeiture.
*****IN ORDER TO PARTICIPATE IN PLAYOFFS, EACH ROSTERED PLAYER MUST PLAY AT LEAST FIVE (5) REGULAR SEASON GAMES
(3 WEEKS OF PLAY) UNLESS CLEARED BY LEAGUE COMMISSIONER****

4. Addition & Changes
Additions and changes to the team roster are allowed up until the SECOND WEEK of league play. Any amount of changes will be accepted prior to the roster deadline.
After the SECOND WEEK, no changes are allowed, UNLESS pre-approved by league. Teams are encouraged to use all spots on their roster.
5. Medical Releases
It is mandatory that every participant sign a medical waiver prior to playing. This waiver releases Goin' Deep! Football, it's contractors, sponsors, and associates from any liability regarding injuries to person or property which may occur as a result of participating in this league.

5. REFUNDS
Full refunds will ONLY be granted if league commissioner cancels a league and/or tournament. If a team pays registration and opts to withdraw,
NO REFUND WILL BE ISSUED.
TEAM FEES:
1. Team Registration Fees: DUE ON OR BEFORE POSTED DUE DATE.
$50 FEE AFTER 'EARLY' REGISTRATION DEADLINE
Registration Fee: $300 ($250 if paid prior to 'early' deadline)

**NO REFUNDS ON REGISTRATION OR FEES**
Game Fees: NO MORE GAME FEES
*Remaining $200 to be paid NO LATER THAN week 2.
**IF BALANCE IS NOT PAID, TEAM WILL NO LONGER BE SCHEDULED**

TOTAL LEAGUE FEES
$500
$450 (IF PAID BEFORE EARLY DEADLINE)
2. Forfeits
If a team forfeits a game, it counts as a LOSS on their record. NO MAKEUPS, unless otherwise cleared by league.


3. Jersey
Matching teams jerseys with numbers are needed in order to receive statistics.

LEAGUE FORMAT:
League:
Divisions of Competition
Teams will be divided in each are based on the overall ability of the entire team. The league reserves the right to adjust teams even after the season begins if it is considered necessary to fair competition standards.
The League reserves the right to remove and not allow any teams from playing in the Goin’ Deep! Flag Football League.
There are TEN (10) regular season games.

**PLAYOFFS FOR TEAMS, FOR QUALIFYING TEAMS, ARE SINGLE ELIMINATION**
In an event of inclement weather, the league may shorten the season
5. Playoffs
Playoffs are single-game elimination by nature and could afford your team an additional 1 - 3 post-season games, IF TEAM QUALIFIES
6. Tie Breakers for Division Leaders
In the event of an identical league record:
• Point Scored/Points Allowed Ratio

• Head-To-Head Competition record
•Strength of Opponents Played
GAME TIME:
1. Captain's pre-game responsibilities
Prior to the start of each game, the captain is required to check in at the score table, check out team flags and check out the Score Sheet. Each player's first and last name along with their jersey number is required.
2. Equipment & Jersey requirements
NO METAL SPIKES. Rubber only OR plastic screw in.
Mouthpiece: HIGHLY SUGGESTED
Jerseys:
Must be tucked under the flag belt and INSIDE shorts/sweats/etc.
Must be matching color with entire team.
4. Forfeit Policy
A team must have at least three (3) players on the field at game time. If a team only has 2 players at game time, the game clock will be started and should the team eventually show, the "on-time" team will be awarded one (1) point per minute (up to 10 points) tardy penalty. After 10-minutes, the 'no-show' team will forfeit.
A team is allowed to play with three players for the entire game. **However, a team can ask another player in the League, that is available at the park, to play on their team ONLY if they are short-handed (3 players of less). The Captain of the short-handed team MUST first ask the Captain of the opposing team for permission and then the Commissioner. If the opposing team accepts, and the Commissioner, the game will be played as normal.
**This will not be recorded as a scrimmage game but as a REAL divisional game**
**A team may NOT bring a player out that is not on the roster unless cleared with league**
AWARDS & PRIZES:
Officials will keep stats during every game. At season’s end, each division will be awarded a MVP according to these statistics. An OVERALL league MVP will also be awarded. The following is how the MVP points will be scored:
o TD's thrown 4pts
o TD's scored 6pts
o Extra points scored 1 or 2pts
o Interceptions caught 3pts
o Interceptions thrown -3pts
o Sacks 3pts
o Safety 3pts+2pts (safety points go as two extra points scored)
o Game won 3pts
o Game lost 0pts
RULES OF PLAY
PLAYING FIELD:
Length: *70 yards (50 yard playing field)
Width: 25 yards

End Zones: 10 yards*

First Down Mark: Mid-Field
*GIVE OR TAKE ON FIELD MEASUREMENTS*
No Run Zones: 5 yards before the first down AND end zone
GAME CLOCK:
1. Each game is played in two, 18-minute halves (36 total minutes). The clock runs continuously unless a time out is called.
2. The clock stops on out-of-bounds, incomplete passes, no gains, penalties and change of possession ONLY during the FINAL TWO minutes of the second half providing the lead is 8 points or less.
3. Each team receives two (2) 30-second time outs per GAME.
4. There will be a short 1-2 minute break at the halftime and roughly (depending on time) a 5-10 minute break between each game for warm-ups.
SCORING:
Touchdowns = 6 points
Safety = 2 points
Extra Points = 1 point, 5 yards line (No runs allowed)
= 2 points, 12 yards out (Run on handoff allowed)
INT Extra Point = 2 points (Runback for score ON EXTRA POINT ATTEMPT)
DRIVES:
1. All drives begin on the five (5)-yard line with the exception of interceptions and penalties on interception runbacks on extra points (placed on 10 yard line). Example: INT being returned and defender is held in order to impede their chance to score.
2. Drives consist of three plays to either make a first down (mid-field) or a touchdown.
3. Interceptions may be run back and the drive will begin where the player’s flag is pulled. Exceptions are when Interceptions are on Extra point attempts (refer to #1 above).
FIRST DOWNS:
1. A drive will continue should a team push the ball past mid-field using up to three plays. After a team passes mid-field they must score within three plays or the other team gains possession.
2. The ball is spotted where the ball carriers belt is when the flag is pulled, NOT where the ball is. ONE FLAG MUST PASS THE PLANE FOR 1st DOWN AND TOUCHDOWN.
CENTERING THE BALL:
1. The ball must be snapped between the legs, not off to one side, to start each play.
2. Each time the ball is spotted a team has 25 seconds to snap the ball. A five-yard penalty will be assessed for delay of game. The ball can be moved can be snapped from any position ON THE LINE OF SCRIMMAGE. A team CAN snap the ball from the far side of the field next to the sideline.
RUNNING PLAYS:
1. There is no limit to the number of handoffs made behind the line of scrimmage.
2. Player does not have to be lined up behind the center.
3. ONE (1) Lateral pitch/throw back is allowed behind the line of scrimmage. If pitch/throw is forward (in front of person pitching/throwing), then recipient CANNOT pass and must run, UNLESS in the no run zone.
**No laterals OR handoffs past the line of scrimmage are allowed.**
4. The “No Running Zone” is located five yards going INTO the end zone and INTO the mid-field first down mark.
5. The player who takes the handoff can throw the ball as long as he does not pass the line of scrimmage with the ball.
6. Once the ball has been handed off or pitched, any or all defensive players are allowed to rush even if they aren't behind the 7-yard rushing marker.
7. Defensive players cannot pass the line of scrimmage until the ball is handed off or pitched. Only defensive players who are 7-yards beyond the line of scrimmage can rush in.
RECEIVING:
1. All players are eligible to receive passes, including the QB if the ball has been handed off or pitched behind the LOS.
2. Player must have at least ONE foot in bounds when making a catch (**First foot must be in bounds first**)
3. Spinning/jumping is allowed, BUT players cannot leave their feet (hurdle) to avoid a defensive play, dive forward or hurdle another player.
PASSING:
1. Shovel passes are allowed in front of or behind the line of scrimmage. **Passes behind the LOS, within the no run zones, are NOT allowed to be advanced **
2. QB will have 5 seconds to pass if no defensive players rush. **Thousand-1, Thousand-2, Thousand-3, Thousand-4, <, WHISTLE**
The offensive team is penalized 5-yards if the QB does not throw the ball.
**15 yards IF it is not thrown towards an eligible receiver**
3. QB cannot run the ball (Unless there has been a handoff).
4. Interceptions may be run back. **Extra point attempts returned for TD will result in 2-points for the return team**
RUSHING THE QUARTERBACK:
1. All players that rush the QB must be a minimum of 7 yards beyond the LOS when the ball is snapped. However, once the ball has been handed off, all players are eligible to rush from anywhere in front or beyond the 7-yard marker.
2. Any number of players can rush the QB providing they are behind the seven-yard marker.
Ø The rusher MUST line himself up in an OPEN and DIRECT line to the QB in order to avoid contact with any of the offensive players.
Ø If the rushers “line of sight” is disrupted, IMPEADING the rusher will be called, resulting in loss of 5 yards AND loss of down for the offensive team.
5. Official will designate 7 yards from the LOS.
6. If rusher enters the 7-yard neutral zone BEFORE the snap, he must get back before the ball is actually snapped or else he is ineligible to rush on that play.
7. Rusher must go for the quarterback’s flags. Rusher may attempt to block the pass but it is a penalty to make contact with the QB’s body or arm even if the ball is deflected, INCIDENTAL CONTACT WILL BE CALLED A PENALTY ON THE DEFENSE.
8. If no one rushes, the quarterback will have 5 seconds from the snap to release the ball (THOUSAND-1, THOUSAND-2, THOUSAND-3, THOUSAND 4, **WHISTLE***)
DEAD BALLS:
1. Play is ruled over when/where the ball is spotted:
• when the ball hits the ground (includes a bad snap) *no fumble recoveries allowed**
• when the ball carrier's knee touches the ground
• when the ball carrier steps out of bounds
• when the ball carrier's flag is pulled off.
NOTE: If a receiver catches a ball and he has lost his flag already, it goes as a complete pass and can advance the ball until a defensive player TOUCHES him. However, if an opponent prematurely pulled the flag, in order to prevent the offensive player's successful advance upon catching the ball, defense must pull his other flag. This call is at the FULL discretion of the officials on the field. **If both flags have been pulled by the defense, penalty is 10 yards from the end of the play, plus first down.
ADDRESSING OFFICIALS:
The designated Captain should be the only player allowed to address the officials. **All interactions with captains and officials should be made in a sportsman-like manner.**
OVERTIME:
1. There will be no ties in the League.
2. Flip for first possession.
3. Each team will be given ONE (1) play to gain the most yardage or score STARTING at MID FIELD.
PENALTIES:
DEFENSIVE PENALTIES
• Offsides: 5 yards from LOS/down over. *Offense has choice to decline*.
• Illegal Rushing: (Starting rush inside of 7 yard marker) 5 yards from LOS/down over.
The following DEFENSIVE penalties result in AUTOMATIC FIRST DOWNS
• Interference: 5 yards from the LOS/1st down
• Illegal Contact: 5 yards from LOS/1st down
• Tripping: 5 yards from LOS/1st down.
• Contact with the QB: 5 yards from LOS /1st down.
• Unsportsmanlike conduct penalty: 15 yards from LOS/ 1st down.
Unsportsmanlike Conduct/ Excessive contact; rough play, "Trash Talking"
• 1st infraction: 3-minute suspension of offending player(s) 15 yards and automatic first down.
• 2nd and FINAL infraction: Player will be ejected from the game, 15 yards and automatic 1st down.
*If ejection is in the 2nd half he will be suspended from next game as well*
• Two unsportsmanlike conduct penalties in one game are cause for automatic ejection.
• Two ejections in one season and player is suspended for remainder of season and playoffs.
NOTE: **Game cannot end on a defensive penalty even if time expires. One additional play will be required to finish the game.**
OFFENSIVE PENALTIES
**ALL OFFENSIVE PENALTIES ARE LOSS OF DOWN**
• Illegal Motion: (more than 1 man moving, in motion)
5 yards from LOS/Dead ball
• False Start: (player goes off-sides/moves forward before the ball is snapped)
5 yards from LOS/dead ball
• Line up Offsides: 5-yards/dead ball
• Illegal Pass: (QB releasing pass beyond the LOS OR two forward passes)
5 yards from LOS/loss of down
• Interference: (pick play, offensive interference, IMPEADING rush)
5 yards from LOS/loss of down
• Flag Guarding:
5 yards from point of infraction/loss of down
• Stiff Arming:
5 yards from point of infraction/loss of down
Unsportsmanlike Conduct/ Excessive contact; rough play
• 1st infraction: 3-minute suspension of offending player(s), 15 yards and automatic loss of down.
• 2nd and FINAL infraction: Player will be ejected from the game, 15 yards and automatic loss of down.
*If ejection is in the 2nd half he will be suspended from next game as well*
• Two unsportsmanlike conduct penalties in one game are cause for automatic ejection.
• Two ejections in one season and player is suspended for remainder of season and playoffs.
NOTE: **Game cannot end on a defensive penalty even if time expires. One additional play will be required to finish the game.**
• THROW A PUNCH – YOU GOTTA GO! IT DOESN'T MATTER WHO STARTS THE FIGHT. WE ARE SURROUNDED BY A COMMUNITY FULL OF YOUNG CHILDREN. IF ANYONE THROWS A PUNCH, THAT IS INTENT TO HARM SOMEONE.
• RACIAL/ETHNIC SLURS OF ANY KIND WILL NOT BE TOLERATED. THIS IS A RECREATIONAL LEAGUE FULL OF INDIVIDUALS WHO ARE LOOKING FOR COMPETITION AND FUN. THE INABILITY TO TOLERATE DIFFERENCES IN INDIVIDUALS IN THE LEAGUE WILL CALL FOR IMMEDIATE EJECTION FOR THE REMAINDER OF THE SEASON WITH NO REFUND OF PAYMENTS.
• CAPTAIN’S MUST REFRAIN HIS/HER PLAYERS FROM ANY VIOLENCE AS THEY WILL BE HELD RESPONSIBLE FOR THEIR ACTIONS.
• TEAMS THAT ENGAGE IN FIGHTING WILL BE GIVEN ONE (1) WARNING. THOSE THAT THREW A PUNCH DURING THE FIGHT WILL BE EJECTED FOR THE SEASON. THE LEAGUE WILL REVIEW THE SITUATION ON WHETHER OR NOT THE PLAYER CAN RETURN TO THE LEAGUE FOR FUTURE PLAY. IF THE TEAM IS INVOLVED IN ANOTHER FIGHT DURING THE SEASON, THE ENTIRE TEAM WILL BE EJECTED FROM THE LEAGUE WITH NO REFUND OF PAYMENTS.
• THE LEAGUE WILL NOT TOLERATE ANY VIOLENCE AGAINST ANYONE INVOLVED IN THE LEAGUE. THROWING A PUNCH, THREATENING, PUSHING OR VERBALLY ABUSING WILL RESULT IN AN AUTOMATIC EJECTION FROM THE SEASON WITH NO REFUND OF PAYMENTS.
Special notes:
GOIN’ DEEP! FOOTBALL IS INTENDED TO BE FUN THAT THE WHOLE FAMILY CAN COME TO WATCH. LET’S KEEP THE LADIES AND CHILDREN IN MIND WHEN THE OFFICIAL “MISSES” A CALL. WATCH YOUR LANGUAGE AND HELP CONTROL YOUR OWN PLAYERS. WE ARE ONLY HUMAN AND MISTAKES CAN BE MADE.
THANKS AND ENJOY THE LEAGUE!!
JIM KRAMER
GOIN’ DEEP!!


**NEW RULES TO BE IMPLIMENTED**


1. FIVE (5)- SECOND RULE
A. Offense will be penalized 5 yards IF the QB is still holding the ball when 5-second whistle is blown.

2. INTENTIONAL GROUNDING
A. To avoid a sack (ON 5-SECOND RULE ONLY), the QB MUST throw the ball AT OR BEYOND the LOS. Resulting penalty will be 5 yards and loss of down.

3 . 25-SECOND HUDDLE CLOCK ENFORCED
A. ONCE THE REFS SET THE BALL, OFFENSE WILL HAVE 25 SECONDS, TO SNAP THE BALL.

4. PLAYOFF ELIGIBILITY
A. EVERY PLAYER ON YOUR ROSTER MUST PLAY AT LEAST FIVE (5) GAMES TO BE ELIGIBLE IN THE PLAYOFFS.

5. MERCEY RULE
IF A TEAM IS WINNING BY A POINT MARGIN OF 32 POINTS AT THE 8 MINUTE MARK (REMAINING) OF THE 2ND HALF, GAME WILL BE CALLED.

6. PASS INTERFERENCE IN THE END ZONE ONLY
DEFENSIVE PASS INTERFERENCE IN THE END ZONE WILL NOW RESULT IN FIRST AND GOAL FROM THE 5-YARD LINE
NOT
FIVE YARDS AND A FIRST DOWN, LIKE AN INTERFERENCE CALL ANYWHERE ELSE ON THE FIELD.

 

 

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