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Indoor Rules
Updated January, 2009 :: Click
here for .PDF version
Simplified Outdoor Rules
Updated
August 9, 2006 ::
Click
here for .PDF version
Part 1 - General:
• PLAYERS MUST BE REGISTERED WITH SIGNED WAIVERS PRIOR TO PLAYING ANY GAMES.
• 6 teams of 14 players will play 12 games each, plus play-offs without
consolation games.
• 7 players aside (includes quarterback) but teams may start game with
5 players.
• Substitutions can be made at any break in the game or between plays.
• Four quarters of 20 minutes each and the first and third quarters are
running time. The second and fourth quarters are 17 minutes of running time and
then
5 plays.
•
The Crusaders Rugby fields are marked as 110 yards long by 65 yards wide with,
at least, 10-yard end zones – depending on the field. Cones will be used
by Captains to mark the 45 yard lines, goal lines and end zones.
• Each team is permitted one time out (60 seconds) per half as well as
one 60-second time out to be used anytime throughout the game.
• The offensive team has 20 seconds to call the play in the huddle and
snap the ball. This twenty-second count begins when the official whistles the
play in.
• One hand touch only.
•
Players cannot bobble the ball to avoid the touch – the play will be
whistled dead. Ball carriers can concede a touch by placing one knee on the
ground and
by making no attempt to advance the ball. If a defender attempts to avoid a
collision by jumping aver a fallen ball carrier, a touch is awarded as a safety
precaution.
• Only plastic cleats and running shoes may be worn. NO METAL SPIKES.
• All team players must have matching base uniforms and all uniforms must
be numbered.
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Part 2 - Mechanics of the game:
• Three downs to gain 10 yards on offence.
• Quarterback must be at least 5 yards behind the line of scrimmage.
• 1 foot inbound on all catches = completion.
• Fumbled balls are dead balls.
• Fumbled after reception, ball is dead at the place of fumble.
• Fumbled snap - ball is live.
• Any diving with the ball to avoid a touch will be placed at the spot
of the dive.
• Any lowering of the head to avoid a touch will result in a dead ball
at the spot of the lowering.
• If an offensive player is pushed out of bounds, player is still eligible.
If player goes out of bounds on his/her own player is ineligible for catch or
play
= loss of down if caught by ineligible player.
• Rear end zone line is not LIVE (in play) unless resulting in a catch
play.
• If ball hits an obstacle, posts or referee, dead ball and loss of down.
• Each team is responsible to pick up own ball, if delay in retrieving
ball 20-second count will commence.
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Part 3 - Rushing:
• The rusher must line up at least 5 yards from the line of scrimmage,
at least one yard away from the center. Other Defenders may come within 1 yard
of the
line of scrimmage.
• Once the rusher has crossed the line of scrimmage other defensive players
may join in the rush.
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Part 4 - Scoring:
• 6 points for a touchdown.
• 1-point (from 5 yards out) or 2-point (from 10-yards out) converts. Converts
must be another play, but does not count as a play in the last 5 plays of a
half.
• 2 points for a safety. (Tag or ball lands in end zone or through end
zone).
• Game is deemed over when a team is winning by 40 points or more with
2 minutes left in the game.
• If a team is winning by 21 points or more at the end of the second half
the last 5 plays will not be played.
• When determining ranking in the standings, plus/minus will only apply
after head/head has been applied or if teams did not play each other.
• Players can use one or two hands to make a touch. The touch must be deliberate
and must be made with the hand (not a leg or arm, etc) anywhere on the ball
carrier or the ball itself.
• A touchdown is worth six points. A convert may be attempted from the
five-yard line for one point or from the ten-yard line for two points. There
are no field
goals permitted and the convert cannot be kicked.
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Part 5 - Penalties:
•
Taunting – There will be no taunting of opposing players = 10 yard penalty.
•
Spiking – Any spiking of the ball at any time = 10 yard penalty. If spiking
occurs after a touchdown the offending team will be penalized 5 yards on the
convert.
• Delay of game = 10 yard penalty loss of down.
• Defensive holding = down over and 10 yard penalty.
• Offensive holding = loss of down and 10 yard penalty.
• When player with the ball is running with the ball, team members cannot
interfere with play, no hand blocking or impeding allowed. Infraction = dead
ball at place
of infraction... no loss of down.
• Catchable Balls: Defense = pass interference at the spot of the foul
and repeat down. Offence = 10 yard penalty and loss of down.
• Non-Catchable Balls: Defense 10-yard penalty and repeat down. Offense
10-yard penalty and loss of down.
• 2ND RIGHT TO THE BALL: Any player has second right to a ball after being
tipped or deflected.
• A player who interferes with another player, i.e. grabs hands or in someway
prevents a player from catching a tipped or deflected ball is guilty of Pass
Interference
when the ball remains catchable.
• Aggressive hand or body contact either before or after a reception (co-incidental
contact allowed, both players going for the ball) = 15 yards down over and
completed yards.
• Aggressive Pushing out of bounds = 15 yards down over and completed yards.
• In the END ZONE, any defensive rough play toward the intended receiver,
or flag against the defender covering the intended receiver, is an automatic
touchdown
or convert.
•
In the END ZONE, any offensive rough play is a loss of down & 10-yard penalty
or loss of attempt at convert.
• Any additional rough play or roughness not mentioned above is at the
discretion of the official. Offending player(s) will be cautioned and/or removed
from the
game and/or face possible suspension.
• FIGHTING. Any person(s) fighting, automatic game ejection and banishment
from the league.
• Tackle = Game Ejection and 15 yard penalty.
• No swearing/threatening at officials or opposing players = loss of down
+ series ejection and/or game ejection + 15 yard penalty.
• ANY PERSON STRIKING DIRECTLY OR INDIRECTLY or THREATENING A REFEREE OR
EXECUTIVE OFFICIAL OF THE LEAGUE WILL BE SUSPENDED FROM THE LEAGUE INDEFINITELY.
• Team captains have the right to remove a player on his team from the
field of play due to poor conduct or unsportsmanlike behavior. Refusal of the
player to
leave will result in an automatic league suspension.
• If any player does not play a minimum of 50% of the game, the team in
question shall suffer a forfeit and the opposing team will earn a win.
• A breach of any of the above deemed to be aggressive by an official,
can be followed up by game ejection of the player(s) or team from the game and/or
banishment
from the league.
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