Quick Slant NFL Rule Book

1. Age divisions are as follows:

a. 6-7 Coed

9-10 Coed

b. 11-12 Coed

c. 13-14 Coed

d. 13-14 Coed

Aug. 1 of the current calendar year is the date used to determine eligibility for age divisions.

2. Round Robin Tournament – All teams participate in pool play. First- and second-place teams

in each pool advance to single-elimination playoffs immediately following pool play.

*Subject to change.

3. Check-in for all Regional Tournaments is the night before the tournament at a designated

location, unless otherwise noted.

4. All teams will begin in pool play and will be seeded based on ranking

5. Teams and player rosters must be confirmed seven (7) days prior to each tournament.

6. Only one head coach and one assistant coach are allowed on the sidelines during game. All

team photographers, managers, position coaches, team moms, fans, etc., must remain a

minimum of 10 yards off the field in the end zone area (this will be strictly enforced).

7. Teams must be standing near the end zone of the field for their games and be ready to play

10 minutes before the scheduled game time.

8. Quick Slant reserves the right to cancel or change the location of a Regional Tournament.

If a tournament is changed or canceled, Quick Slant will not reimburse any team, players, or

spectators for any expenses incurred including but not limited to airfare, ground

transportation, lodging, and food. Teams may request a refund of the tournament registration fee.

II. Coach and Spectator Conduct/Responsibilities

1. Coaches, family members, parents, and spectators are required to observe the contest from

 designated areas.

2. Coaches are permitted to coach on the sidelines.

3. Coaches must agree to sign a coaches code of conduct and strictly adhere to our guidelines

for coach conduct and attitude.

a. If a coach displays any type of negativity toward his or her players, coaches or staff,

the coach will be removed from the field immediately and unable to coach for the

remainder of the tournament. This will be explained in greater detail at the coaches

meeting prior to the tournament.

4. All family members, parents and spectators will observe play from the designated areas.

Participants, coaches, parents and family members must conduct themselves appropriately

during tournament.

5. Inappropriate, rude or confrontational behavior by any coach, team or parent(s) may lead to a

team’s disqualification from a tournament at the sole discretion of Quick Slant.

6. Misconduct by any individual may lead to removal from the premises at the sole discretion of

Quick Slant.

III. Check-In and Registration

1. Participation requirements and registration guidelines are provided to each head coach prior

to the tournament by USA Football.

2. A Quick Slant Regional Tournament medical release form, signed by a parent or legal guardian, must be submitted to participate. Participants will not be eligible to play without a medical release form submitted at registration.

3. All players are required to bring one form of identification from List A. If item from List A is not an original, players must bring copy from List A AND an item from List B.

 4. No roster substitutions will be allowed after the final roster is submitted.

 7. The tournament will be held rain or shine.

Coach and

Spectator

LIST A LIST B

Original Birth Certificate School ID with birthday

Original Passport School document with birthday

Government issued State ID with birthday Medical record with birthday

Certified copy of Birth Certificate issued by a state county, municipal

authority, or territory of the U.S. bearing an official seal

5

Coach and

Spectator

IV. Pool Play

1. Teams will play a minimum of three games in pool play.

2. Teams must start a game with a minimum of five players. In the event of an injury, a team with

insufficient substitute players may play with four players on the field but no fewer than four.

Divisional Tie Breakers

1. Two teams tied for one place.

 a. Head-to-head competition

 b. Total points allowed during tournament play

 c. Point differential (total points scored vs. total points allowed)

 d. Coin toss

2. Three or more teams tied for one place.

 a. Total points allowed during tournament play

 b. Point differential (total points scored vs. total points allowed)

 c. Coin toss if two teams are still tied. Drawing if three teams are still tied.

Playoffs and Championship

1. Playoff and championship games will be scheduled after pool play results are received and

confirmed.

2. Playoff rounds are single elimination.

3. Divisional playoff seeds are determined by:

 a. Winning percentage in pool play

 b. Average points allowed per game

 c. Average differential (average points scored vs. average points allowed)

 d. Coin toss

4. The top two teams from each pool will advance to playoffs.

6

RULES

I. Game

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) plays to cross

midfield. Once a team crosses midfield, it has

three (3) plays to score a touchdown.

4. If the offense fails to score, the ball changes

possession and the new offensive team starts its

drive on its own 5-yard line.

5. If the offensive team fails to cross midfield,

possession of the ball changes and the opposition

starts its drive from its own 5-yard line.

6. All possession changes, except interceptions,

start on the offense’s 5-yard line.

7. Teams change sides after the first half.

Possession changes to the team that started the

game on defense.

7

II. Terminology

Boundary Lines The outer perimeter lines around the field. 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.

Downs (1-2-3)

The offensive team has three attempts or “downs” to advance the

ball. It must cross the line to gain to get another set of downs or to

score.

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 of

the game.

Inadvertent Whistle Official’s whistle that is 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 or arm.

Shovel Pass A legal pitch attempted beyond the line of scrimmage.

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

Unsportsmanlike Conduct A rude, confrontational or offensive behavior or language.

8

IV. Field

1. The field dimensions are 30 yards by 70 yards with two 10-yard end zones, and a midfield line-to-gain. No-run zones precede each line-to gain by 5 yards. However, some tournaments may use smaller fields because of field space available or to complete tournament scheduling on time.

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.

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).

V. Rosters

1. Home teams wear dark color jerseys. Visiting teams wear light color jerseys.

2. Teams must consist of at least five players with a maximum of 10 players.

3. Teams must start games with a minimum of five players. In the event of an injury, a team with

insufficient substitute players may play with four players on the field but no fewer than four.

5

5

10

5

30 YARDS

10

5

70

YARDS

1st DOWN

N0 RUNNING ZONE

N0 RUNNING ZONE

N0 RUNNING ZONE

END ZONE

END ZONE

10

VI. Timing and Overtime

1. Games are played on a 20 minute continuous clock with two 10 minute halves unless one

team gains a 28-point advantage, which will then end the game. Clock stops only for timeouts

or injuries.

2. Halftime is one minute.

3. Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one

warning before a delay-of-game penalty is enforced.

4. Each team has one 30-second timeout per half.

5. Officials can stop the clock at their discretion.

6. In the event of an injury, the clock will stop then restart when the injured player is removed

from the field of play.

7. If the score is tied at the end of 20 minutes, an overtime period will be used to determine a

winner. Overtime format is as follows:

 a. A coin flip will determine the team that chooses to be on offense or defense first.

 i. 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.

 ii. The referee will determine which end of the field the overtime will take place on.

 b. Each team will take turns getting one (1) 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.

 i. 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.

 ii. 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.

 c. Both teams must “go for two” from the 10-yard line starting with the third round of

overtime.

 d. The final points earned by the winning team in the final overtime will be added onto the

winning team’s total score. The losing team will not receive any additional points.

 i. Example: End of regulation time, score is 14-14. Team A scores one point and Team

B score two points. Team B wins with a final score of 16-14. Points are only added

to total score from final round of overtime.

 e. All regulation period rules and penalties are in effect.

 f. There are no timeouts.

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VII. Scoring

1. Touchdown: 6 points

2. PAT (point after touchdown) 1 point (5-yard line) or 2 points (10-yard line)

 a. Note: 1 point PAT is pass only; 2 point PAT can be run or pass.

3. Safety: 2 points

 a. 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.

4. 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. Interceptions on conversions cannot be returned.

5. After one team is winning by 28 points or more, the game is over. Once a 28 or more point

advantage is gained, no PAT will be attempted.

6. Forfeits are scored 28-0 for the winning team.

7. 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.

VIII. Coaches

1. Only two coaches per team are allowed on the sidelines. All team photographers, managers, position coaches, team moms, fans, etc. must remain a minimum of 10 yards off the field in the end zone area.

 a. Coaches, this is your responsibility to keep your fans in the designated areas. 

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VIII. 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.

 a. It is an automatic dead ball 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 in the air is considered inbounds as long as one foot comes

down in the field of play.

4. The defense may not mimic the offensive team signals by 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:

 a. The ball hits the ground.

 i. If the ball hits the ground as a result of a bad snap, the ball is then placed where the ball hit the ground.

 b. The ball-carrier’s flag is pulled.

 c. The ball-carrier steps out of bounds.

 d. A touchdown, PAT or safety is scored.

 e. The ball-carrier’s knee or arm hits the ground.

 f. The ball-carrier’s flag falls out.

 g. The receiver catches the ball while in possession of one or no flag(s).

 h. The 7 second pass clock expires.

 i. Inadvertent whistle.

NOTE: There are no fumbles. The ball is spotted where the ball-carrier’s feet were at the time of

the fumble.

8. If an inadvertent whistle occurs with no time left on the clock at halftime or end of game, the offense will have one untimed down. The offense has two options:

 a. Take the ball where it was when the whistle blew, and the down is consumed.

 b. 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 official’s

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.

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X. Running

1. The ball is spotted where the runner’s feet are when the flag is pulled, not where the ballcarrier has the ball. Forward progress will be measured by the player’s front foot.

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.

 a. “Center sneak” play is no longer allowed. The QB is not allowed to handoff to the

center on the first handoff of the play.

4. Absolutely NO laterals of any kind.

5. 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).

6. Any player who receives a handoff can throw the ball from behind the

line of scrimmage.

7. Once the ball has been handed off in front, behind or to the side of the quarterback, all defensive players are eligible to rush.

8. Runners may not leave their feet to advance the ball. Diving, leaping or jumping to avoid a flag pull is considered flag guarding.

9. Spinning is allowed, but players cannot leave their feet to avoid a flag pull.

 a. Players spinning out of control will be called for flag guarding.

10. Runners may leave their feet if there is a clear indication that he/she has done so to avoid collision with another player without a flag guarding penalty enforced.

11. No blocking or “screening” is allowed at any time.

12. Offensive players without the ball must stop their motion once the ball has crossed the line of scrimmage. No running with the ball-carrier.

13. 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.

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XI. Passing

1. All passes must be from behind the line of scrimmage, thrown forward and received beyond

the line scrimmage.

 a. All passes that do not cross the line of scrimmage, whether received or not, are illegal

forward passes.

 b. The quarterback may throw the ball away to avoid a sack. Pass must go beyond the

line of scrimmage.

2. Shovel passes are allowed but must be received beyond the line of scrimmage.

3. The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven

seconds, the play is dead, the down is consumed and the ball is returned to the line of

scrimmage. Once the ball is handed off, the 7-second rule is no longer in effect.

 a. If the QB is standing in the end zone at the end of the 7-second clock, the ball is

returned to the line of scrimmage (LOS).

XII. 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 inbounds when making a reception.

4. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.

5. Interceptions change the possession of the ball at the point of interception. Interceptions are the only changes of possession that do not start on the

5-yard line.

6. Interceptions are returnable but not

on conversions after touchdowns.

15

XIII. 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.

 a A legal rush is:

 i. Any rush from a point 7-yards from the defensive line of scrimmage.

 ii. A rush from anywhere on the field AFTER the ball has been handed off by the

quarterback.

 iii. If a rusher leaves the rush line early (breaks the 7-yard area), they may return to the

rush line, reset and then legally rush the quarterback.

 iv. If a rusher leaves the rush line early and the ball is handed off before he/she

crosses the line of scrimmage, he/she may legally rush the quarterback.

 b. A penalty may be called if:

 i. The rusher leaves the rush line before the snap crosses the line of scrimmage

before a handoff or pass – illegal rush (5-yards from the line of scrimmage and first

down).

 ii. Any defensive player crosses the line of scrimmage before the ball is snapped –

offsides (5-yards from line of scrimmage and first down).

 iii. 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).

 c. Special circumstances:

 i. Teams are not required to rush the quarterback with the seven second clock in

effect.

 ii. Teams are not required to identify their rusher before the play.

4. Players rushing the quarterback may attempt to block a pass; however, contact to 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. 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 is

placed where the quarterback’s feet are when flag is pulled.

 a. A Safety is awarded if the sack takes place in the offensive team’s end zone.

16

XIV. 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 the play, the player is down immediately upon

possession of the ball and the play ends. The ball is placed where the flag lands.

5. A defensive player may not intentionally pull the flags off of a player who is not in possession

of the ball.

6. 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, arm or shoulder or intentionally covering the flags

with the football jersey.s

17

XV. 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.

 a. One player at a time may go in motion 1-yard behind and parallel to the line of scrimmage.

 b. No motion is allowed toward 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.

XVI. 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 referee will give one

warning. If it continues, the player or players will be ejected from the game.

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 are not allowed to run through the ball-carrier when pulling flags.

6. Fans must also adhere to good sportsmanship as well:

 a. Yell to cheer on your players, not to harass officials or other teams.

 b. Keep comments clean and profanity free.

 c. Compliment ALL players, not just one child or team.

7. Fans are required to keep fields safe and kids friendly:

 a. Keep younger kids and equipment such as coolers, chairs and tents a minimum of 10

yards off the field in the end zone area.

 b. Stay in the end zone area, not between fields.

 c. Dispose of ALL trash in designated trash cans.

8. Unsportsmanlike conduct penalties:

 a. Defense + 10 yards from line of scrimmage and automatic first down

 b. Offense - 10 yards from line of scrimmage and loss of down 

18

XVII. Penalties

i. 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 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 half the distance to the goal yardage when the penalty yardage is

more than half the distance to the goal.

iv. Defensive penalties

v. Offensive penalties

Defensive unnecessary roughness +10 yards and automatic first down

Defensive 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 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

Offensive unnecessary roughness -10 yards and loss of down

Offensive 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

iii. Offensive spot fouls

ii. Defensive spot fouls

Defensive pass interference Automatic first down

Holding +5 yards and automatic first down

Stripping +10 yards and automatic first down

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

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