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5X5 NERF FOOTBALL RULES

University of Virginia’s College at Wise

Department of Campus Recreation

Nerf Football Rules 2008

I.  Equipment

A.        All team members must wear a department-issued pinnie if the team is not all         wearing like colored jerseys (a shirt must be worn at all times).

B.        The following equipment shall be considered illegal:

1.         Headgear containing any hard, unyielding, or stiff material, including billed hats.

            2.         Jewelry - Note: Earrings and piercings must either be removed or                         completely covered with tape to be provided by the individual.

            3.         Pads or braces worn above the waist.

            4.         Hard leg and knee braces, which are not covered.

C.        A team must use the Nerf Football provided by the Intramural Department.

II. The Game

A.        Start

  • A coin is tossed and the winner may elect to either start on offense, start on defense, choose the goal his/her team will defend, or defer choice to the

            second half. Each half shall start on the Free Throw Line of the offensive

team.

  • After scores the ball shall be put into play at the Free Throw Line of the offensive team.
  • There is no rush & the quarterback may not run. Penalty = 2 yards Illegal Procedure or Encroachment
  • The quarterback has 7 seconds to release the ball, if he/she fails to do so it will result in a sack at the spot.

B.        Time

  • The game shall consist of two 10-minute halves, with 3 minutes

            between halves.

                        a.         Time runs continuously except for the last minute of each half &                                     time-outs.       

  • If a team is 19 or more points ahead at the 1-minute warning of

the second half the game shall be over.

            2.         The ball must be snapped within 20 seconds of the ball being made ready                         for play.

            3.         No half shall end until the ball is dead and all penalties are resolved (half                         cannot end on an accepted defensive penalty).

            4.         Time-outs

                        a.         Each team has 1 time-out per half.  (No carry over)

                        b.         Time-outs will not exceed one minute.

                        c.         Each team will receive 1 (and only 1) time-out for each overtime                                    period.

C.        The Field

  • The basketball court lines will represent out-of-bounds, with end zones extending to the wall.
  • One-foot in-bounds will constitute a catch.
  • Wall, Ceiling, Light fixtures, and goals will be considered in play.

D.        Scoring

  • Touchdown = 6 points
  • Extra Point = 1 or 2 points – 1 point attempted from half-court, 2 points attempted from full court by hitting the Edge Plow-up.
  • On any 4th down, a team can elect to attempt a three-point (3) try at the Edge Plow-up.

E.         Dead Ball

            1.         The ball becomes dead:

  • Anytime the ball carrier touches the ground with any part of the body except the hands or the feet.
  • Anytime the ball or ball carrier goes out-of-bounds.
  • 1 hand touch from opposing team member

F.         Number of Downs

            1.         In a series of 4 downs, a team must score.

            2.         The following fouls carry a Loss of Down:

                        a.         Illegal forward pass.

                        b.         Offensive pass interference.

            3.         The following foul result in an automatic first down:

                        a.         Defensive pass interference.

G.        Tie Breaker

1.Coin Toss - A coin will be flipped by the referee to determine the options.    The home team captain shall call the toss.  There will only be one coin flip during the overtime.  If additional overtime periods are played, the field captains shall alternate choices.  The winner of the toss shall be given options of offense, defense or direction.  The loser of the toss shall make a choice from the remaining options.  All overtime periods are played toward the same goal line.

2.Tie Breaker - Each team will be given 4 downs from the same 10 yard line.  The object will be to score a touchdown.  If the first team scores, they will choose a point after option, and the second team will be given 4 plays to score also.  If the defense intercepts the ball and returns it for a touchdown, they win the game.  If they do not return it for a touchdown, the ball will be placed on the 10-yard line for the intercepting team, and the overtime shall continue.  Each team is entitled to one additional time-out per overtime period.  Overtime will continue until a winner is determined.    

3.Fouls and Penalties - They are administered similar to the regular game.  Team A shall be awarded a new series of downs when the penalty for defensive pass interference or roughing the passer is accepted.  Dead ball fouls following a touchdown or successful try for point will be penalized from the succeeding spot, the 15-yard line, if accepted.

III.  The Team

A.        Players

1.Teams are made up of 5 players per side (plus alternates).

2.A team must have 4 players to start a game.  If during a game a team drops below 4, the game shall be forfeited.

B.        Offensive Play

1.All players are eligible to receive a forward pass.

2. There must be at least 2 players on the line of scrimmage at the time of the  snap for the offensive team only.

3.One offensive player may be in motion and may be in motion toward the opponent’s goal line.(Arena Football Rule)  Other offensive players must be stationary in their positions without movement of the feet, body, head or arms. PENALTY - Illegal motion, 2 yards from the previous spot.

C.        Defensive Play

  • Contact will not be allowed anywhere.
  • Rough tactics will be penalized as illegal contact, 5 yards from the spot of the foul.  In extreme or repeated cases the player will be ejected.

E.         Two Yard Penalties

            1.         Illegal equipment

            2.         Delay of game.  Dead Ball.

            3.         Encroachment.  Dead Ball.

            4.         False start.  Dead Ball.

            5.         Illegal snap.  Dead Ball.

            6.         Illegal formation.

            7.         Illegal motion.

            8.         Player receiving snap within 2 yards of the scrimmage line.

            9.         Illegal shift.

            10.       Illegal forward pass (Loss of Down).

            11.       Intentional grounding (Loss of Down).

F.         Five Yard Penalties

            1.         Offensive pass interference (Loss of Down)

            2.         Defensive pass interference (Automatic 1st Down)

            3.         Unsportsmanlike conduct

            4.         Steal, strike or attempt to steal ball.

            5.         Tripping

            6.         Hurdling

            7.         Illegal contact

            8.         Defensive use of the hands

            9.         Illegal block

Note:  Certain penalties may also carry disqualification, depending on the severity.

Note:  When measurement spot for a 5-yard or 2-yard penalty is inside the offender’s Free Throw Line, the measurement will be half the distance to the goal line.

G.        Double and Multiple Fouls

1.On the multiple live ball fouls against one team, only one penalty may be enforced at the offended teams' choice.  Note that two penalties may be enforced if one is live ball and one is dead ball in nature.

2.A double foul is when both teams have committed a foul during the same live ball period, and team possession has not changed, the down is replayed.

H.        Unsportsmanlike Conduct

1.A player, coach, or spectator using abusive or insulting language,   disputing, or arguing calls are displaying unsportsmanlike conduct.  Two unsportsmanlike conduct penalties against one player constitutes an automatic ejection.  Unsportsmanlike violations by a spectator will be charged to the team captain.  If any team is charged with 3 unsportsmanlike penalties during the game, the game will be forfeited.

I.          Conduct

It is the desire of the Intramural Department that all participants display good        sportsmanship at all times.

1.Any player ejected from a game for any reason shall be suspended for at least one game, the next scheduled game.  In addition, the player may not resume playing until he/she meets with the Assistant Director of Recreation and Intramurals.

2. Fighting will not be tolerated in any form.  Teams will be responsible for their players and spectators.  Teams and/or individuals may be subject to expulsion from any further intramural games.

 3.Any team criticizing or otherwise ridiculing, or attempting to demean an official shall be liable to expulsion and disciplinary action.  In addition, the game may be forfeited at the discretion of the referee, supervisor, or Assistant Director of Recreation & Intramurals.

4.Any disqualified player has 60 seconds to vacate the field (out of sight and out of hearing).  Failure to vacate will result in a forfeit by that team.

 5.All substitute players must remain in the designated team area.



 


 

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