MAISL Football moves to FLAG FOOTBALL for 2017 Season Rules will be modified accordingly after the September 6th Coach's Meeting
MAISL Football Rules - 2017 (to be updated) (PDF version on Documents Page under Sports Rules updated soon)
As of the 2016 Season we have eliminated the "defer" option at Coin Toss. You will have the choice of Kick or Receive
and will have the opposite at start of 2nd Half - Example: If you kick at start of game you receive at start of 2nd Half
START of GAME
Coin flip, called by the Visiting Team, determines possession, etc.
Team that wins the flip chooses to receive, defend a goal, or defer.
HOME Team is responsible for adults working Down and Distance Markers.
LENGTH of GAME
FOUR 10 Minute Quarters
2 Minutes between Quarters
5 Minute Halftime
FIRST 9 MINUTES of each Quarter, Running Clock
On Incomplete Pass until ball is Ready for Play
On Change of Possession until ball is Ready for Play
After all Scoring Plays until Kickoff Receiver touches ball
LAST MINUTE of EACH Quarter, Clock STOPS:
on Incomplete Passes, Out of Bounds, Change of Possession
Starts on the Snap of the Ball
**As in all “Regular” Football Rules**
“READY FOR PLAY”/DELAY OF GAME
Offense has 30 Seconds to snap the ball once the ball is “Ready for Play”.
Referee will ‘count’ last 5 seconds before calling Delay of Game Penalty.
On Punts, Punting Team has 30 Seconds to punt the ball.
Each team is allowed TWO Timeouts per Half.
Timeout is 2 Minutes in length.
If Timeout precedes a Punt, Clock starts when the ball is touched by the Receiving Team.
OVERTIME (revised Sept 2015)
Coin Flip will determine which team will begin on Offense/End of Field play will take place.
1st OT - Each team will be given 4 Downs from the same 20 Yard Line to score a touchdown and select a 1 or 2 point conversion
If 2nd OT - If tied after 1st OT the team advancing the ball the farthest on their 4 Downs wins.
In the event the 1st team scores a Touchdown, the remaining downs are eliminated and the opponent is given their 4 Downs to score a Touchdown and obtain a Tie.
**They DO NOT have to score their Touchdown in the same number of plays as the opponent. **
In the event of an Intercepted Pass the remaining downs are eliminated for that team, but the team receives credit for the number of yards gained before the Interception.
Repeat in case of a Tie after each Overtime Period.
Each team is allowed 1 Timeout during each Overtime Period.
EQUIPMENT of PLAYERS
Official NFHS approved “YOUTH” size football is used – rubber or leather is allowed.
All players are required to wear Mouth Guards.
NO Jewelry (of any type) is allowed.
Jerseys must remain tucked in.
Plastic or rubber cleats are allowed.
No metal or metal tipped cleats allowed.
No padding may be worn. Exceptions are:
Padding for an injury (which must be shown to and approved by the Referee prior to game)
Teams are responsible for providing their own First-Aid Kit.
NUMBER of PLAYERS
7 Players play
A team may start the game (and continue play) with not less than 5 Players
3 Players must be on the line of scrimmage on offense when the ball is snapped.
Penalty for less is 5 yards.
(Officials are requested to use good discretion where the line of scrimmage is difficult to determine. Penalties should not be called unless there are obviously more than 4 players in the backfield.)
d. ALL offensive players ARE “Eligible Receivers.”
e. 2 Players must be on the line of scrimmage on defense when the ball is snapped
Must remain in the designated areas on the Sideline (as do Players not in the game).
In 5/6 League One is allowed to be on the field during play.
In 7/8 League are allowed on the field only during Timeouts and between Quarters.
YARDAGE and DOWNS
The field is 80 Yards and divided into 10 Yard sections.
Team must cross 2 ‘lines’ in 4 downs to gain a First Down.
The ball is considered to have ‘crossed a line’ if any point of it is on, over or above the line.
A substitution is complete when the new player has entered the field and the replaced player has left (on their own side) so that neither is used to deceive opponent (ie: ‘sleeper’ type play).
Teams sub at the risk of not being able to complete the substitution before the snap/kick.
The exiting player may not return until after 1 Play.