All Football Games will be played at 1200 West Park Ave Ocean Township Intermediate School
All Soccer Games will be played 201 Roseld Ave Deal School
- Football: Pee Wee League K-1st
- Football: CFL League 2nd-3rd
- Football: AFL League 4th-5th
- Football: Pro League 6th-7th
- Football: NFL League 8th-9th
- Football: HS 10th-12th
- Girls Soccer: 1st-2nd
- Girls Soccer: 3rd-4th
- Girls Soccer: 5th-7th
Football: AFL League 4th-5th: Rules
# of Players
Games are played with six players per team on the field.
Throwoffs & Punts
- At the start of each half or after a touchdown, the ball is spotted at the 20 yard line. No actual throwoffs.
- On 4th down, the offense can elect to "Punt" or go for the touchdown. If they elect to go for the touchdown and fail, the opposing team takes over possession of the ball where the 4th down play ended. If they elect to "Punt", they don't actually kick the ball. Rather a player throws the ball from the line of scrimmage. Once a decision is made to go or Punt” that decision cannot be changed at the line of scrimmage.
- Game consists of two 28 minutes halves running time. Clock will stop once per half at the 2:00 minute warning and during timeouts. 5 minute break for halftime.
- 2. Each Team has 3 30 second time outs per half. plus a 2 minute warning at the end of each half.
- 6 points per TD.
- Extra 1-point attempt is made from the 5 yard line or 2-point attempt from the 15 yard line.
- On the extra point try, team has the option to pass or run. No blitzing. If the team doesn’t score, the play is dead & the team that had the ball kicks off. Interceptions & fumbles are dead balls.
- Dropped laterals (flip of the ball behind the QB) are live balls.
- Fumbles are live balls.
Coach on Field
- One coach will be allowed on the field to prepare offensive & defensive plays, but he must get off the field before the ball is snapped.
- The coach cannot touch a player to get them moving in the "right direction” either on defense or on offense. In other words, a coach CANNOT turn his runner up field and on defense he CANNOT hold his safety in place until the ball was sent off and then push him in the direction of the ball. The coach must never be touching the players once the ball is snapped.
In K-5th, there is no hurry-up-offense. Each play must have both opposing coaches agree that their team is ready within the 40 second play clock. This rule may not be abused, especially at this age where the goal is to learn the game. For example, if a team is down by 7 points with 2 minutes left in the game, the offense cannot just set up his players and call hike without waiting for the defense to be ready. On the other hand, the defense cannot deliberately use up the 40 second play clock to set their defense. They must aim to get ready as quickly as the offense is.
If a team is shorthanded, or if someone gets injured they may play with 4 players. In that case the opposing team must also play with 4 players. Teams with only 3 players or less forfeit.
Game begins with a coin toss. Winner of the toss has choice to take the ball for offense or defense. If they chose defense they can also chose what end zone to defend. If they chose offense the opposing team can pick what end zone to defend. For second half the opposite team starts out in offense and the end zone changes side. (Winner of toss may not pass the choice to the opposing coach)
Offense has four downs to reach the midfield line to earn a first down. Once a team reaches the midfield line, it has another four downs to score a touchdown.
Interceptions may be returned.
Safety: 2 points. Safety occurs when the ball carrier is declared down in their own end zone. They can be called down when their flags are pulled by a defensive player, they step out of bounds, or they hit the ground with their knee or arm. A safety also occurs when there is an offensive penalty in the end zone
TIMING / OVERTIME
- In the event of OT there are no timeouts, and no clock!
- If the score is tied at the end of the game, the teams move directly into overtime based on college overtime. A coin toss and winner choses first or second possession. Loser of the coin toss choses an end zone will be used for both team for overtime. They start 1st and goal at the 20 and have 4 downs to score a touchdown. Interceptions are live and can be returned for a TD. Game ends on a defensive interception returned for a TD. If the interception does not result in a TD on that play then the intercepting team gets 1st and goal at the 20. The SAME end zone is used for both teams in OT. This continues until during one round, one team scored & the other didn’t (i.e. Round 1, the first team doesn’t score, but the second team does – GAME OVER – there is no second chance for team 1.) If after 3 rounds, there is no winner, the game is a tie. There is no clock during overtime but play must adhere to all rules (get play off in time etc.) no time outs are allowed. In Playoffs and Super Bowl - tie breaking rounds continue until one team scores and the other does not.
- OVERTIME in Playoff Games
- If the score is tied at the end of a playoff or Superbowl game, the teams move directly into overtime based on college overtime. A coin toss, winner choses first or second possession. Loser of the coin toss chooses an end zone to be used by both teams. They start 1st and goal at the 20 and have 4 downs to score a touchdown. Interceptions are live and can be returned for a TD. Game ends on a defensive interception returned for a TD. If the interception does not result in a TD on that play then the intercepting team gets 1st and goal at the 20. The SAME end zone is used for both teams in OT. This continues until during one round, one team scored & the other didn’t (i.e. Round 1, the first team doesn’t score, but the second team does – GAME OVER – there is no second chance for team 1.) There is no clock during overtime but play must adhere to all rules (get play off in time etc.) no time outs are allowed. In Playoffs and Super Bowl - tie breaking rounds continue until one team scores and the other does not.
- Only DSN Staff has authority to cancel a game before its scheduled time. Coaches have NO authority to cancel a game on their own. Even if both headcoaches agree to cancel, without DSN staff approval the game is on and will not be made up.
- Once a game is underway, only the umpire can postpone the game due to weather or any other potentially unsafe conditions. It is the umpire's decision. If the umpire postpones the game, but headcoaches want to play anyway, they are not allowed to play even without the umpire. Umpire's decision is final.
- If both teams do not have the minimum # of players for a game, it's a double forfeit with both teams earning a loss, and the game will not be made up.
- No regular games, playoff games or World Series can be cancelled, postponed or re-scheduled due to a missing player, regardless of the player's talent level or position on the team.
- No regular games playoff games, or World Series game can be cancelled, postponed or re-scheduled due to a missing headcoach. Another parent coach must fill in
- Play clock is 40 seconds from the time the ball is spotted, INCLUDING after touchdowns & extra points. Teams will receive one warning per team before a delay-of-game penalty is enforced. Referee must keep the 40 second clock and when there are 10 seconds left, he must say out loud for both teams to hear "10 seconds on the play clock".
- Clock will stop on any delay of game penalty.
- No forward handoffs, the QB must be even or in front of the player getting the ball.
- NO intentional attempting to strip the ball or a 10 yard penalty will apply.
- The player who takes the handoff or lateral (a short toss behind the QB) can throw the ball from behind the line of scrimmage. QB can go out for a pass after a handoff or lateral.
- When a flag falls off of a player in possession of the ball, the play is dead at the spot of the flag.
- Only direct handoffs behind the line of scrimmage are permitted. Handoffs in beyond the line of scrimmage are not allowed.
- There is no limit on the number of handoffs.
- Spinning is allowed.
- The ball is spotted where the ball carrier's forward foot is when the flag is pulled off, not where the ball is and not where the flag lands.
- Flag Guarding is not allowed. Flag guarding is an attempt by the ball carrier to obstruct the defender’s access to the flags by stiff arming, dropping of head, hand, arm or shoulder, or intentionally covering flags with football jersey.
- 10. Stiff arming is not allowed.
- 11. A defensive player cannot intentionally force (push) a player out of bounds. (See penalties)
PASSING / RECEIVING
- The quarterback has a -Six (6) second "pass clock." The defensive line man must count to 6 “rush” (6 seconds) before rushing the QB (One Rush...Two Rush…Three Rush.. Four Rush... Five Rush...Six rush…Rush) If a pass is not thrown prior to the final “rush”, the line man can rush. The quarter back cannot run. Once the ball is handed off, the six -second rule is no longer in effect.
- If a player’s flag is off before he receives a pass then he is down at the spot of the catch. He cannot advance the ball.
- All players are eligible to receive passes excluding the offense lineman. The quarterback is eligible to receive a pass if the ball has been handed off behind the line of scrimmage.
- As in the NFL, only one offensive player is allowed in motion at a time not forward.
- A player must have at least part of foot inbounds with no part out of bounce when making a reception.
- If both the offense & defense players’ simultaneously catch and come down with a thrown ball, the ball is awarded to the offense.
- Receiver gloves are permitted.
1 The only type of blocking allowed is light blocking. All blocking must be made with the blocker in an upright position with both hands and arms crossed tightly against their chests or behind their backs, with elbows against body.
2 No player may use his hands, arms or shoulders to shove an opponent.
3 No light blocks to the face or from behind.
4 The purpose and intensity of a light block must be solely to impede an opponent’s current movement, not to force the opponent backwards.
5 No mild or hard blocking allowed at any time.
6 Penalty for above is Illegal Block- 15 yards
7 No, body blocks, roll blocks, or shoulder blocks are allowed at any time (Penalty will be player suspension from that game and recommended expulsion from league play).
8 For safety purposes, referees are asked to be strict on the above.
- Play starts when the QB says VERY LOUD & CLEAR “SET / DOWN / HIKE “ so that all players on both teams can hear it.
- The defensive lineman must count to 6 “rush” (One Rush...Two Rush…Three Rush.. Four Rush... Five Rush...Six rush…Rush) before rushing the QB. Players must count in a moderate speed. FAST COUNTS WILL RESULT IN A PENALTY – UP TO THE DISCRETION OF THE REF.
- Defensive team is allowed one blitz per four downs. Any number of players can rush the quarterback on a blitz. A blitz must be called out LOUD & CLEAR IMMEDIATELY upon QB calling HIKE. There are no mid count or delayed blitzes. The quarterback CAN run on a blitz. Players rushing the QB may attempt to block a pass. However, NO contact can be made with the QB in any way.
- Once the ball is handed off all defenders may rush the line of scrimmage.
- Coaches cannot shout at the players “He is open”, “throw it to him”, etc… nor can the coaches shout out play changes while the team is on the line. First offense, warning, second is 10 yard penalty, third ejection. This rule applies to all leagues.
- A legal flag pull takes place when the ball carrier is in full possession of the ball.
- Defenders can dive to pull flags, but cannot tackle, hold or run through the ball carrier when pulling flags.
- It is illegal to attempt to strip or pull the ball from the ball carriers possession at any time.
- 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.
- A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.
- Flag guarding is not allowed, Flag Guarding is an attempt by the ball carrier to obstruct the defender’s access to the flags by stiff arming, dropping of head, hand, arm or shoulder, or intentionally covering flags with football jersey.
Substitutions can be made on any dead ball. *Note that the clock will continue to run while a sub is being made.
Play is ruled "dead" when:
- Ball carrier's flag is pulled
- Ball carrier steps out of bounds
- Touchdown or safety is scored
- Ball carrier's flag falls out
If a player falls to the ground without any contact causing him to do so, he may get up and continue advancing. If a defensive player touches him while he is on the ground he is down and play is dead (no need to pull the flag). On the other hand, if a player falls to the ground as a result of contact from an opposing player, then he is down.
In the case of an inadvertent whistle, the offense has 2 options:
- Take the ball where the whistle blew
- Replay the down from the original line of scrimmage
SPORTSMANSHIP / ROUGH PLAY
- TACKLING IS PROHIBITED AND WILL RESULT IN PENALTIES
- FORCING A PLAYER OUT OF BOUNDS: When a player has the ball and is running near the sidelines, a defensive player may dive in an attempt to get the runner’s flag but may not run through or make contact with the runner forcing him out of bounds. This is extremely dangerous and will not be tolerated. (See defensive penalties)
- If the referee witnesses any acts of tackling, elbowing, cheap shots, or any unsportsmanlike conduct, the game will be stopped and the player will be given a warning. On the second infraction the player will be ejected from the game. FOUL PLAY WILL NOT BE TOLERATED.
- Trash talking is illegal. Officials have the right to determine offensive language. (Trash talk is talk that may be offensive to officials, opposing players, teams or spectators.) If trash talking occurs, the referee will give one warning. If it continues, the player(s) will be ejected from the game.
- All calls will be made by the referee at his discretion, but within the guidelines of these rules. The ref’s judgment call is final and cannot be challenged. Arguing with the referee is unacceptable and will not be tolerated. The referee at his discretion can eject any coach or player from the game.
- If any situation arises that is not covered in the rules set forth above it will be up to the discretion of the referee and all coaches must respect the call. If necessary a new rule will be added accordingly.
- Coaches/parents may not reward individual players with money, prizes, or gifts. This is not acceptable at the amateur level of any sport.
- Referees determine incidental contact that may result from normal run of play.
- Only the team Head coach may ask the referee questions about a call or rule. Players and coaches cannot question judgment calls.
- Games cannot end on a defensive penalty, unless the offense declines it.
- A sample of penalties is listed below but this does not constitute the entire list
5 YARD PENALTIES
- Illegal motion (more than one person moving, false start, etc.)
- Illegal forward pass (pass thrown beyond line of scrimmage)
- Offensive pass interference (illegal pick play, pushing off/away defender)
- Delay of game
- Illegal contact (holding, grabbing a players shirt)
- Illegal flag pull (before the receiver has the ball)
10 YARD PENALTIES
- Roughing the passer
- Taunting, unsportsmanlike conduct
- Unnecessary roughness
- Flag guarding (spot foul)
- Pass Interference ……..1st down
- Force Out (ball carrier cannot be pushed out of bounds)
- If the force out occurs within 20 yards of the runners end zone – Touchdown
- If it occurs anywhere else, the offense will have the ball 1st down at the opponent’s 20 yard line.
- All Players must wear their DSN uniform including their Team Jersey
- If child comes to field not wearing jersey, the opposing team will have an attempt before the clock starts to go for a one point conversion or a two point conversion.
- No sharing of jerseys allowed.
- All players should wear a cup.
- Mouthpieces are optional but should be worn.
- Gloves are allowed.
- Cleats are allowed, except for metal spikes.
- **All Jerseys must be tucked in to their pants.
- Three Flags must be worn on the players sides at all times.
A player will be asked to leave the game immediately if he is in violation of any of the above and a substitution will be made or play will continue without that player. It is the players responsibility to have their shirts tucked in at all times and flags at their sides.
- If a player gets injured and is out-for-the-season with at least ½ the regular season games remaining, he can be replaced by a child that is not playing in the league yet. The new player must be of equal or lesser talent. If there is a waiting list, do not just choose the 1st child on the list. Rather, in our competitive leagues to ensure parity and fairness, the new player is the 1stchild on the list that is of equal or lesser talent. For example if the player injured is an average player, and on the waiting list the 1st player is an excellent player and the 2nd player is an average player, then the average player is selected. The talent comparison supersedes the waiting list order.
- No substitute players are allowed. This means if a team is missing a player or a player is injured, a player from a different team or a non-player cannot be added to play in that game
- Grade K / 1st – Pewee Ball
- Grade 2nd / 3rd – Pewee Ball
- Grade 4th / 5th – Junior Ball
- Grade 6th / 7th – Junior Ball
- Grade 8th / 9th – Youth Ball