Rules Page 1

Rules (9/15/08):   Page 1  Page 2  Page 3  Page 4   Page 5
No pockets or belts.   If you want to play, no pockets!  Period.

A. General

  1. ALL GAMES begin with the home team leading in a prayer at midfield.
  2. There are no restrictions on team participants - this will be an open league.
  3. The cities and counties of Anderson, Aiken, Charleston, Columbia, Greenville, Greer, Mt. Pleasant & Isle of Palms along with the local police authorities agree with the participating recreation department(s) and the SCFFA that possession or consumption of any drugs OR alcoholic beverages on the property, including parking lots and adjacent street(s) is prohibited. Violators will be asked to leave. Failure to do so will result in forfeiture of ball games and suspension of individuals and/or teams (no refund).
  4. All teams MUST have identical matching jerseys by the third (3rd) game. In other words, when your team plays its 3rd game, all players on the field must have identical jerseys. If not, then it will be considered a forfeit. Opposing team does not have authority to accept a teams playability due to this rule. It is mandatory. Playing with an illegal jersey after game #2, will be a forfeit.

B. Teams

  1. Seven (7) players constitute a team.  Roster max is 15 players.
  2. Each team must submit a roster listing (minimum of 7) to the sports director by the announced deadline. There is no limit on the number of players appearing on a roster. Additions can be made up to half way into the regular season.
  3. A player may be added to a roster by simply calling or talking with the sports director and leaving the information with him. He is eligible only if his name appears on the roster 24 hours before the game. A player must be on the roster for playoff eligibility.
  4. A team may start and play a scheduled game with a minimum of four (4) players. (9/08)
  5. A player may not play for more than one team in a league. Players/teams may play in other leagues throughout S.C.

C. Time

  1. Games will be played with 20 minute halves, clock running continuously except for the last two (2) minutes of the 2nd half, for injury or official time outs.
  2. Teams will be allowed three (3) time outs per game consisting of one (1) minute each. Time outs not used in the 2nd half do carry over to overtime periods (playoffs only).
  3. During the last two (2) minutes of the 2nd half, the clock will stop on all incomplete, out of bounds plays, penalties, first downs, scores, change of possession, timeouts and/or any unusual delay in getting the ball ready for play.
  4. A clock stopped during the two-minute period will start again with the ready-for-play signal except that: a. after a score the clock will not be started until the opposing team snaps the ball for their next offensive play. b. when a delay of game penalty is accepted, it will be started with the snap.
  5. During the last two (2) minutes of the 2nd half, if the difference of the score is 18 points or more, the clock will continue to run.

D. Overtime

  1. Sudden death (college) will determine the winner as follows; Each team receives the ball at the opponents 20 yd line. 4 downs and then the ball is turned over. One OT for regular season. One (1) extra time out for overtime period.

E. Scoring

  1. A touchdown shall count six points.
  2. After a touchdown, the scoring team attempts a PAT from the 5 yd line. A successful:
    • (a) forward pass = 1 point;
    • (b) run = 2 points.
  3. An interception may be run out of then endzone at anytime. If an extra point was the intent of the offensive team and the INT was returned to the opposite endzone, the defense is awarded 2 points.
  4. A safety shall count two (2) points.