6.0 MIGGLE TOYS OFFICIAL ELECTRIC FOOTBALL FULL-GAME RULES.
6.1 Game Timing. The game is divided into two 30-minute halves. Once it starts, the clock runs continuously. Each coach has three time-outs per half, which may be used to stop the clock. A play clock will be used for setting up plays. Once the play clock starts, the coach on offense has 60 seconds to set up his formation. The coach on defense has an additional 10 seconds (total of 70 seconds) to complete his defensive formation. A delay of game penalty (five yards) may be assessed by the referee if coaches adjust/add players after the allotted time is given. A delay of game penalty stops the game clock. In addition, a passing clock will be utilized on passing attempts. After shutting off the board to attempt a pass, the coach on offense has 30 seconds to place his TTQB on the board and complete his pass attempt. Any pass that hits a receiver after the 30-second limit is incomplete. A coach is limited to 15 seconds to make adjustments or angles when allowed.
6.2 Coin Toss. A coin toss is made just prior to starting the game. The “visiting” coach calls “heads” or “tails” before the referee flips the coin. The coin is tossed in the air. The winner of the coin toss gets first choice of one of the following: (1) Receive the kick-off, (2) Kick-off, (3) Defend the goal of choice, or (4) Defer first choice in exchange for first choice at the start of the second half. The coach who lost the coin toss then chooses from the remaining options that still apply. At the start of the second half, the coach who lost the coin toss gets first choice of options 1, 2 or 3 (unless the winner of the coin toss selected option 4 at the start of the game).
6.3 Kick-Off Plays. Kick-off plays are run as the first play of each half and after a TD or field goal is scored.
1) Kicking Team Formation. The kicking team sets up all players at or behind its own 30-yard line.
2) Receiving Team Formation. The receiving team must have at least five players on the 50-yard line. One player, the kick returner, must be set in its own end zone anywhere between the center hash marks. The kick returner should be a stationary player so that it does not move when the board is turned on. The kick returner may be set up laying down at the start of the play. The remaining five players may be set anywhere between the 50-yard line and the receiving team’s 5-yard line.
3) Kick-Off Play Procedure. When both teams are set, play proceeds in the following manner:
A) The ball is kicked using the TTQB with kicking leg.
B) The board is turned on for four seconds (to simulate the ball being kicked in the air while the kicking team runs downfield to cover) and then turned off.
C) If any player from the kicking team reaches the receiving team’s goal line by the end of the four-second count, it is an automatic touchback. If no kicking team player reaches the goal line, then the receiving team must elect to either down the ball in the end zone for a touchback or return the kick-off.
D) If the receiving team decides to return the kick, the stationary player in kick returner position is replaced by the actual kick returner. The kick returner’s base may then be adjusted and angled (see definition of adjust and angle ). No other player on the receiving team may be angled or adjusted.
E) The kicking team may then angle and adjust any of its players that are not engaged (see definition of engaged) with an opposing player. The board is turned back on and play continues until the kick returner is tackled, runs out of bounds, scores or has his forward progress stopped.
6.4 On-Sides Kick. A team may attempt an on-sides kick only if it is losing. The procedure for an on-sides kick is as follows:
a) After the kicking team and receiving team are both set, the kicking team announces its intention to attempt an on-sides kick.
b) The kicking team then removes one of its players and replaces it with the triple-threat quarterback.
c) The ball is then kicked.
d) The kicking team will have a chance to recover the ball if, as a result of the kick, the ball travels a minimum of 10 yards and remains inbounds and does not strike any player on the field. If this action occurs, the kicking team is then allowed to adjust and angle any of its players, including the kicker, toward the football. The receiving team may then make any adjustments and angles. The board is turned on for three seconds. The first player to make contact with the ball gains possession for its team at the spot of the ball. The play is over at that point. The player recovering the ball may not advance it. If players from opposing teams make contact with the ball simultaneously, possession is awarded to the receiving team. If no player recovers the ball, the receiving team gains possession at the spot of the ball.
(e) The receiving team will gain automatic possession if, as a result of the kick, the ball travels less than 10 yards, or hits any player on the field, or goes out of bounds. If the ball travels less than 10 yards, the play is over and the receiving team takes possession at the spot of the ball. If the ball hits one of the players on the field, the play is over and the receiving team takes possession of the ball at the spot of that player. If the ball goes out of bounds as a result of the kick or if it bounces out of bounds during the three second count, the receiving team may elect to take possession of the ball at either the spot where the ball went out of bounds or at the receiving team’s 40-yard line.
6.5 Rule Review. A coach may request an official time out for a rule review from a game official for a specific incident once per half. The game official reserves the right to grant or deny the request. The request must be made after the defense is set, and before any angles are made. It can also be made upon the completion of a play. Once the play has begun, no rule reviews are allowed. If the requesting coach loses a rule review, he loses a time out.
6.6 Overtime (Conference Championships and Full Games only). A coin toss determines which side shall attempt to score first, and at which end zone the scores shall be attempted. Each team in turn will receive one possession, starting with first-and-10 at the opponent's 25-yard line. The game clock does not run during overtime, but the play clocks are enforced.
A team's possession ends when it scores (touchdown or field goal), misses a field goal, fails to gain a first down on the final down, or loses the ball by turnover. As usual, a touchdown by the offense is followed by a try for one or two points. Teams must attempt a two-point conversion after a touchdown starting in the third overtime.
The defense may score on a play on which it gains possession by turnover.
Each team receives one charged time-out per overtime procedure.
If the score remains tied at the end of the first overtime procedure, a second overtime procedure is played. The team with the second possession in the first overtime procedure will have the first possession in the second overtime procedure.
The overtime procedures are continued until a winner is determined.
7.0 PLAYS FROM SCRIMMAGE.
This section describes the rules and procedures that the offensive and defensive teams must follow on running and passing plays from scrimmage. All players must be placed upright at the beginning of every play from scrimmage, with the exceptions being a kicker/punter and a kick-off/punt returner.
7.1 Offensive Formations. The offense must set its players in the following manner:
(A) Interior Offensive Linemen. The interior offensive linemen (center, guards and tackles) are set on the line of scrimmage with a gap (see definition) or space between them measuring one base width. These linemen should be set perpendicular to the line (straight, not slanted) if the base is moving forward. If the base is moving backward, then it may be set straight or slanted.
(B)Tight Ends and Receivers. Any tight end or receiver on the line of scrimmage must be at least one base width outside of the tackle. The tight ends and receivers may be set straight or slanted. A receiver not set on the line of scrimmage must also be outside the tackle and no more than five yards behind the line of scrimmage. Tight ends and receivers may not be stacked.
(C) Quarterback. The offense must always have a player designated as the quarterback. The quarterback must be set such that at least part of its base is in the straight line path behind the center's base and no more than 15 yards behind the line of scrimmage. No other player may be set in the path between the quarterback and center. The quarterback may be slanted to face any direction. Only absolutely stationary quarterbacks may be placed within 5 yards of the Line of Scrimmage.
(D) Running backs. A maximum of three players may be set as running backs. A running back must be set such that its entire base is in the area between the tackles and at least 10 but no more than 15 yards (front of base) behind the line of scrimmage.
7.2 Defensive Formations. Stacking (see definition) is not allowed on defense. The defense sets its players in the following manner:
(A)Defensive Linemen. A defensive lineman is set on the line of scrimmage directly opposite an offensive lineman. No defensive player on the line of scrimmage is allowed to be set directly in the gaps between the center and guards and between the guards and tackles.
(B)Linebackers and Defensive backs. Linebackers and defensive backs may be set on or behind the line of scrimmage. If set on the line of scrimmage, they must be outside of the offensive tackles. If they are set five or more yards behind the line of scrimmage, then they may be in the gaps between offensive linemen. If they are set 10 or more yards behind the line of scrimmage, then they may be angled in response to the offense (see 6.3-Step e). Linebackers and defensive backs may be set to remain relatively stationary i.e., “zone” defense, by adjusting the base, not by laying the figure down.
7.3 Play Procedure. Plays are run as follows:
(A) The offense and defense simultaneously begin to set their players in the desired formations.
(B) The offense says "set" when its formation is complete. At this point, the offense may no longer make any changes to its formation.
(C) Upon seeing the offense's final set formation, the defense makes its final adjustments and says "set." (see 6.1 for game timing and game clocks.)
(D) The offense may now angle (but not adjust) a maximum of two players which are not offensive linemen. (i.e. receivers, running backs, and quarterback).
(E) In response to Step D above, the defense may angle (but not adjust) as many players as the offense did, provided that the defenders being angled are at least 5 yards behind the line of scrimmage. Any defender lined up opposite an offensive linemen can not be angled.
(F) The offense announces the number of the ball carrier. If the ball carrier is a running back, or if the quarterback will run without attempting a pass, then the defense turns on the game board and turns it off as soon as the play is over. (Skip to Step L). If the offense plans to attempt a pass, then proceed to Step H.
(G) The offense operates the game switch control on a pass play. The switch is turned on and then turned off as soon as the coach is ready to attempt a pass. The offense may attempt a pass if all of the following conditions are met:
(1) The quarterback has not been tackled (sacked).
(2) The quarterback has never had its entire base drop back more than 15 yards behind the line of scrimmage.
(3) An eligible receiver is open to receive a pass. (A receiver is eligible to receive a pass if the base is completely inbounds and not engaged with a defensive player. A receiver that had previously been out of bounds may still be eligible to receive a pass provided that the entire base is inbounds at the time of the pass attempt. A receiver is also considered ineligible if he is more than 10 yards (straight line distance) behind the quarterback.)
(4) The quarterback has never had any part of its base on or past the line of scrimmage.
(5) The quarterback has not run out of bounds.
If all these conditions are met, then proceed to Step I. If condition (4) is no longer met, the board is stopped. The quarterback is not permitted to pass or pitch, but has the option to scramble. A scrambling quarterback may angle and adjust his base in order to effectively scramble. The substitution of a stationary base for a mobile base is allowed. Upon completion of the adjustments, the scrambling quarterback must be placed back on the field in the same agreed spot and facing to allow the defense to make adjustments, then proceed to step K. If the coach decides to stop the play, proceed to step L. The quarterback is sacked for a loss if conditions (1) or (2) are met. Not meeting condition (3) is also a sack by the Coverage Sack rule (see definition). If condition (5) is not met, then the ball is marked at the spot where the quarterback's base went out of bounds.
(I) The quarterback substitution is made (if necessary). If the intended receiver is within five yards of the quarterback (straight line distance from base to base), and there are no defenders anywhere between them, the pass is considered a “shovel pass” and the TTQB is not required. Once the receiver has been identified as the new ball carrier, proceed to Step K.
(J) The pass is attempted with the triple threat quarterback. When attempting the pass, the quarterback may be tilted as long as some part of its base remains in contact with the board inside the footprint of where the base was at when the switch was turned off. The offense has only one attempt in which to complete the pass. If the pass is complete (see definition of completion), proceed to Step K. The offense may elect to take an automatic incompletion ("throw it away") provided that at least one receiver is open to receive a pass. If the offense misses the pass or opts to "throw it away," then skip to Step L. If the offense throws an interception (see definition of interception), then the defensive player becomes the ball carrier. If the defensive player is engaged, then the ball is down at that point. If the defensive player is not engaged, then it may be angled and adjusted. Play continues in Step K, but with the defender as the ball carrier and with the offense becoming "the defense."
(K) The defense may angle and adjust any of its players that are not engaged. Any players set in “zone” can be angled and adjusted to defend the play. Players who are angled and adjusted cannot be placed back on the field any further forward than the facing of the front of their base. This is easily imagined as the player being able to rotate on an imaginary axis with the center being the center of the figure. After making any adjustments, the defense controls the switch and the play continues with the new ball carrier. The defense then turns off the switch upon completion of the play.
(L) The line of scrimmage is marked for the next play.
8. PUNTS
8.1 Formations. The rules for offensive and defensive formations as described in Section 7.1 and 7.2 also apply to punts. The player at the quarterback position is the punter. The punter must be a player on a stationary base, or laying down. In addition, the defense may elect to place a kick returner on a stationary base, or laying down exactly 50 yards from the line of scrimmage or on its own goal line (whichever is closer to the line of scrimmage).
8.2 Play Procedure. Plays are run as follows:
1. The offense announces its intention to punt.
2. The board is turned on for two seconds to allow the defense an opportunity to block the punt. (The punt is blocked if the kicker gets tackled or if its base is moved more than 15 yards behind the line of scrimmage during the two-second count.) If the punt is blocked, then the defense takes possession at the spot of the punter. The defense may not advance the ball on a blocked punt. The play is over. If after the two-second count the punt is not blocked, proceed to Step 3.
3. The quarterback substitution is made by removing the stationary player and putting the triple threat quarterback in its place.
4. The punt is made with the triple threat quarterback. When making the punt, the quarterback may be tilted as long as some part of its base remains in contact with the board on the spot where the base was at the time when the switch was turned off. As a result of the punt, one of the following situations will occur: (a) The punt flies out of bounds without first touching the field of play or another player; (b) The punt hits the field of play and stays inbounds; (c) The punt hits a player on the fly or after bouncing on the field of play; (d) The punt hits the field of play and then goes out of bounds. If situations (a) or (b) occurs, the punt is returnable. In the event of situation (a), the punt returner stays in its original position. In the event of situation (b) the punt returner is moved to the spot of the ball. Proceed to Step 5. If situation (c) occurs and the first player hit is a member of the return team, then that player becomes the punt returner. That player's position is marked. Proceed to Step 5. If situation (c) occurs and the first player hit is a member of the punting team, then the ball is down at the spot of that player with the return team having possession. If situation (d) occurs, the play is over and the return team has possession at the point where the ball went out of bounds. NOTE: The punting team may instead "fake" the punt and pass to an eligible receiver. In this case, play would resume as in Section 7.3, Step F.
The punting team may angle all five of its eligible receivers (even if they are engaged) to cover the punt. The return team makes no adjustments.
5. The board is turned on for two seconds (to simulate the ball being punted in the air while the kicking team runs downfield to cover the punt) and then turned off.
6. By the end of the two second count, if any player from the punting team is able to hit the punt returner’s base or pass the spot of the punt returner while remaining inbounds, then the result is an automatic “fair catch.” The play is over and the ball is marked at the spot of the punt returner. (If the punt returner was in the end zone, then the result is a touchback). If no player from the stationary player in the punt returner position is removed and the actual punt returner is put in its place at the exact same spot.
7. The punt returner may be angled. No other player on the return team may be angled.
8. The punting team may then adjust and angle any of its players not engaged with a player from the return team.
9. The board is turned on and play continues until the punt returner is tackled, runs out of bounds, scores, or has its forward progress stopped.
9.0 FIELD GOALS AND PATs. Field goals and PAT’s must be kicked using the TTQB with the kicking leg attached, and a regulation ball. A field goal may only be attempted when the offense is beyond the opponent’s 40-yard line. A PAT will be attempted from the opponent’s 10-yard line.
9.1 Formations. The rules for offensive and defensive formations as described in Section 4.4 apply to field goals and PAT attempts. The player at the quarterback position is the kicker. The kicker must be a player on a stationary base.
9.2 Play Procedure. Plays are run as follows:
1. The offense announces its intention to attempt a kick.
2. The board is turned on for two seconds to allow the defense an opportunity to block the kick. (The kick is blocked if the kicker gets tackled or if its base is moved more than 15 yards behind the line of scrimmage). If the kick is blocked, then the defense takes possession at the spot of the kicker. The defense may not advance the ball on a blocked kick. The play is over. If after the two second count the kick is not blocked, proceed to Step 3.
3. The quarterback substitution is made by removing the stationary player and putting the triple threat quarterback in its place.
4. The kick is attempted. When making the kick, the quarterback may be tilted as long as some part of its base remains in contact with the board on the spot where the base was at the time when the switch was turned off. NOTE: The offense may instead “fake” the field goal and pass to an eligible receiver. In this case, play would resume as in Section 7.3, Step F.
10.0 2 PT CONVERSION. See 5.0 Single possession rules and section 7.0 for game play. 2-point conversions will be a single play attempted from the defense’s 2 yard line.
__________________
EM-F-er [ěm -f-er] – noun-abr-slang: Electric Miniature Footballer
1. a person/hobbyist/gamer who creates a representation of American Football in a small or reduced scale for competition or show.
2. the majority of forum users on the website, www.miniaturefootball.org
—Idiom
3. One Bad Em-F-er, negative shout out; pertaining to weirdwolf: There goes one bad EM-F-er. I mean he can’t play and ain’t never win nothin’!
|