New Age 3on3 Indoor Touch Football Leagues
Field Location : 500 W 32nd St. Charlotte, NC
6 Week Seasons
Week 1 - Practice
Weeks 2 through 5 - Regular Season Games
Week 6 - Playoffs
Players receive New Age Branded jersey top.
Coach Requests and Friend Requests are not guaranteed.
Divisions (Limit 60 Players Total or 10 Teams Per Division with 6 players per team)
Pree Wee - Pre K & Kindergarten
Pee Wee - 1st & 2nd Grade
Rookie - 3rd & 4th Grade
Junior - 5th & 6th Grade
Varsity - 7th & 8th Grade
New Age Flag 3on3 Football Rules
Field Dimensions
5 Yard End Zones
20 Yard Field
5 yard no run zones within 5 yards of the endzone.
START OF GAME
- At the start of each game, captains from both teams shall meet at midfield for the coin toss to determine who shall start with the ball. The visiting team will call the toss. The captain winning the toss shall choose the following option.
o Offense
o Defense
- The winner of the coin toss has the choice of offense or defense.
POSSESSIONS
- The offensive team takes possession of the ball on the 3 yard line.
- The offensive team has 3 downs (plays) (4 for Pee Wee & Pre Wee) to cross midfield.
- If the offense fails to score a touchdown, the ball changes possession and the new offensive team takes over on the 3 yard line.
- All drives and possession changes start at the 3 yard line of the offense.
- On interceptions, the team that makes the interception will be awarded 2 points and take possession of the ball at the 3 yard line.
SNAPS
- The QB must call “Hike” from behind the line of scrimmage. The ball is to be placed on the stool for the snap
PASS CLOCK
- 5 seconds for Pre Wee & Pee Wee
- 4 seconds for Rookie, Junior, & Varsity
RUNS
- 2 runs for Pre Wee
- 1 run for Pee Wee
- 0 runs for Rookie, Junior, & Varsity
BLOCKING
- There is no blocking allowed at any time anywhere on the field of play.
INTERCEPTIONS
- Interceptions result in 2 points for the defense.
ELIGIBLE PLAYERS
- The 2 wide receivers are eligible to match a catch beyond the line of scrimmage.
NO RUN ZONES
- While a team retains possession inside of the no run zone, that team cannot run the ball in any fashion. All plays must be a pass play. Even if the QB1 hands off or laterals to a QB2, that QB must complete a forward pass that crosses the line of scrimmage to a receiver.
OUT-OF-BOUNDS
- Stepping on the boundary line is considered out-of-bounds.
- A player needs to touch at least one foot, or body part such as the knee, elbow, hip, etc. and retain possession of the ball to be considered in-bounds.
TEAM AREAS
- Team areas are located at their designated “bench” areas.
PLAYERS
- Three players on the field at a time for each team
- More than three players on the field at the start of the snap will result in a too many players penalty
FORFEITS
- To avoid a forfeit, a team must have at least 2 players to begin the game. Game time is forfeit time.
- A team may play with only 2 players on the field. The opposing team may still play with 3 players.
- Forfeits will be scored 19-0 in favor of the non-forfeiting team.
TAGS
- One hand touch to rule the runner down.
SHOES
- Cleats are allowed but they must be rubber. No metal spikes are allowed. Screw in cleats are allowed if they are not metal spikes. Tennis shoes are permitted but cleats are encouraged.
JERSEYS
- Team members must be wearing the same color.
MOUTHPIECE
- All players must wear a protective mouthpiece.
OPTIONAL PROTECTIVE GEAR
- Players may tape their forearms, hands, fingers. Players may wear gloves. Players may wear soft shelled helmets.
- Players may wear braces if the braces do not have exposed metal or hard surfaces.
- Large casts may be deemed unsafe to play and will be a judgment call by a league official.
- All protective gear must be approved by a league or game official prior to the start of the game.
JEWELRY
- Players must remove all watches, earrings, necklaces, or any other jewelry deemed to be unsafe by a league or game official.
LEAGUE PLAY
- Games are 20 minutes in length.
RUNNING CLOCK
- The clock shall run and only be stopped by a coach’s timeout or official timeout.
ONE MINUTE WARNING
- When there is 1 minute left in the game the game clock shall stop for these reasons:
o Coach’s timeout
o Official’s timeout
o Incomplete passes
o Out-of-Bounds
o First downs
o Touchdowns
o Change of possessions
o Quarterback Spike
TIMEOUTS
- Each team has two 30 second timeouts per game
OVERTIME
- No game shall end in a tie, including regular and post-season play unless a regular season game is tied after 3 over time periods. If after 3 over time periods, the game is still tied, then both teams will be awarded a tie on their record. Post season games will continue until a team has won.
- Each team receives an overtime extra point attempt
- The home team will call the coin flip
o The home team may choose to start overtime either on offense or defense
- The team that starts overtime on offense may choose to go for 1 or 2
o The offensive team will have one play to score barring a penalty on the defense
- After completion of the first play, the defensive team will then choose whether to go for 1 or 2
- If scored is tied at the end of the first overtime, repeat second overtime, reversing choices.
o The team that started overtime on offense will start the second overtime on defense.
- Overtime will continue until a winner is declared.
- One timeout per team, per overtime period.
o Overtime timeouts are only 15 seconds long.
- Interceptions on returned overtime extra points are worth the value of the attempted overtime extra point.
- Penalties are administered as in regular time.
SCORING
- Touchdown = 3 Points
- Interception = 2 Points
- Defensive Stop = 1 Point
- Forfeited Game result in a 0-19 loss for the forfeiting team.
MERCY RULE
- At the One Minute Warning if a team is ahead by 19 points or more the clock shall not stop and will act as a running clock.
- At the One Minute Warning if a team is ahead by 28 points or more the game shall be declared over.
LIVE BALL
- The ball is live at the snap and remains live until the official whistles the play dead.
- One foot in-bounds for a legal catch.
DEAD BALL
-The ball is ruled dead if one of the following occurs:
o A snap to the quarterback hits the ground.
o A fumble hits the ground. There are no fumble recoveries. The offensive team retains possession at the spot where the player lost possession of the ball.
o A ball carrier’s knee, elbow, or rear end touches the ground
o A ball carrier steps out-of-bounds.
o A player is tagged down.
o The Pass Clock expires. (Ball is placed at line of scrimmage)
o A touchdown or interception.
o Any official can whistle a play dead.
INADVERTENT WHISTLE
- In the case of an inadvertent whistle, the team with possession of the ball at the time of the whistle has two options:
o If the ball is in player possession the team in possession may elect to spot the ball in play where declared dead or replay the down.
o If the ball is in the air, such as a forward pass, the ball is returned to the line of scrimmage and the down is replayed.
PLAYS
- The ball will be sported where the ball was at the time of a tag.
- The Quarterback that takes the snap may not directly run with the ball.
- No Laterals and pitches are allowed anywhere on the field..
- All forward passes must cross the line of scrimmage.
o Forward passes behind the line of scrimmage will be penalized as an illegal forward pass.
- Once the ball has been handed off behind the line of scrimmage all defenders are eligible to rush. (Pee Wee Only)
- No players can run in the No Run Zone. All plays must result in a forward pass across the line of scrimmage.
- Ball carriers may not leave their feet (jumping or diving with possession of ball) to advance the ball.
o Ball carriers may leave their feet only if it is clear that he or she has done so to avoid collision with another player and not used as a form of flag guarding.
- Spinning is allowed.
- No blocking is allowed at any time.
- All handoffs must be IN FRONT of the QB.
- There is only one forward pass permitted per down and that pass must be across the line of scrimmage.
- If a passer crosses the line of scrimmage, comes back behind the line of scrimmage and throws a pass, it is an illegal forward pass.
- Passers may not cross the line of scrimmage prior to a forward pass.
- A quarterback spike in order to stop the clock during the one-minute warning is allowed.
- All players are eligible to receive a pass.
- Only 1 player is allowed in motion at a time. All motion must be parallel to the line of scrimmage. Any motion towards the line of scrimmage is not allowed and will result in a false start penalty.
- In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.
- Once a player has gained possession of the ball, another player may not strip the ball from that player.
Tags
- One Hand Touch.
FORMATIONS
- The offense must have 2 players on the line of scrimmage.
- Only 1 player is allowed to go in motion.
- There is no motion allowed towards the line of scrimmage.
- Movement by a player who is set or runs towards the line of scrimmage while in motion is considered a false start.
UNSPORTSMANLIKE CONDUCT
-To the referee’s discretion, if a player intentionally tackles, elbows, punches, or any other unsportsmanlike conduct, that player may be ejected from the game.
o No appeals will be considered
o No foul play is tolerated
- Offensive, confrontational, and cursing are not allowed. The referee may issue a warning or assess a penalty. If this continues, the referee may eject that player, coach, or spectator.
- Spectators muse adhere to sportsmanship as well or may result in an ejection.
- Players are not allowed to run on to the field if they are not part of the play. Running on the field for any reason may result in a penalty or ejection.
PENALTIES
- The referee will call all penalties and they are final.
- Referees determine incidental contact that may result from normal run of play.
- Only the team captain or head coach may consult with the referee regarding rule clarifications.
- Games may not end on a defensive penalty unless the offense declines the penalty.
- Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
DEVENSIVE PENALTIES
- Offside: +5 yards from line of scrimmage & Repeat Down
- Illegal Rush: +5 yards from line of scrimmage & Repeat Down
- Roughing the Passer: Half the Distance to the Goal & Automatic First Down
- Unsportsmanlike Conduct: Half the Distance to the Goal & Automatic First Down
- Holding: +5 yards from spot of hold & Automatic First Down
- Defensive Pass Interference: Half the Distance to the Goal & Automatic First Down
- Stripping: +5 yards from spot of strip & Automatic First Down
- Defensive Unnecessary Roughness: Half the Distance to the Goal & Automatic First Down
OFFENSIVE PENALTIES
- Offside/False Start: Loss of Down
- Illegal Forward Pass: Loss of Down
- Offensive Pass Interference: Loss of Down
- Illegal Motion: Loss of Down
- Delay of Game: Loss of Down
- Screening or Blocking: -5 yards from the spot of block & Loss of Down
- Offensive unnecessary Roughness: Go back to the 5 Yard Line & Loss of Down