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  #1  
Old 11-25-2008, 08:51 PM
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Default BuzzBall Tournament Rules

BUZZBALL WORLD CHAMPIONSHIP VIII EQUIPMENT

STANDARD FIGURES - BuzzBall, Tudor/Superior/Miggle (Fab5)/ Proline Deluxe era, including original Big Men, figures are allowed. All figures must meet specs as described within the rules. NO ALTERATIONS.

Proline, Miggle Repro & Tudor Original Big Men figures will be allowed. However, EXTREME caution should be used in their selection.
Some poses come in at or just under the maximum allowable figure weight (2.0 grams) unpainted, out of the bag. If these figures are used, they MUST make weight (2.0) grams fully detailed without parts being removed or shaved, or they will NOT pass equipment inspection.
This rule applies to all allowable figures and this notice is to serve as a caution that these particular figures are sometimes known to exceed maximum allowable weight limits, before and/or after detailing. Please use caution if using these figures as they are heavy. Some are too heavy to pass inspection. No whining if they do not make weight!

Accessories may be added so long as the figure meets size and weight restrictions, and the accessories do not interfere with game play.
One or two sided non metallic tape may be applied to the underside of your figure's stand to help secure it to the base. The tape may not extend beyond the figure's platform. The tape must be applied so it does not give the figure a "jacked" or "leaner" appearance when placed on its base, keeping in mind the weight and height restrictions on the figures. Adhesive pads DO NOT qualify as tape and WILL NOT be allowed. NO GLUE ALLOWED.

*Figures for the Offensive unit will be wearing Dark Jerseys.
*Figures for the Defensive unit will be wearing Light Jerseys.
*Total Figures - Minimum Total - 22 (11 Dark, 11 Light), Maximum Total - 34 (no more than 23 in either light or dark).

*Numbering System: Offensive figures must also follow a numbering system to so for certain positions.
OFFENSE - OL 50-79, 90-99, (00 at Center only). QB, RB, WR, TE - 00, 0-49, 80-89.
DEFENSE - No Restrictions.

*All figures except TTQB's must be numbered on the front and back of their jerseys. Each figure must have a unique and different number from all others on a given team and the number on front and back of a given figure must be the same number. Be sure to prepare your offensive and defensive units according to the above specs!

*Arms Forward Figures - Arms forward figures are figures that have any portion of both arms that extend to the front edge of their stand or beyond. These figures are legal for play but may not be used at and skills positions on offense (QB, RB, WR, TE, KR), but are allowed anywhere on defense. A figure with more than one appendage extending to or beyond a side or rear edge of their stand will be treated as an Arms Forward figure.

*Blocker Figures - Blocker figures are figures that have both arms folded at the elbows with the forearms and hands connected to the upper arms. Also known as the FAB5 "Guard" figure. These figures are legal for play but may not be used in the backfield or as Wide Receivers, but are allowed to play at Tight End if properly numbered, and can play anywhere on defense. If used at TE, that player's base must be LESS THAN a base width apart from the closest offensive lineman, may not be stacked or in the shade of another team mate, and must be set and remain ON the LOS before and after audibles.

*Maximum Weight - 2.0 grams fully dressed. *Maximum Height - 38mm or 1.5".
*Maximum Length - 33mm. *Maximum Width - 29mm.

Custom Figures Are Allowed ONLY in Custom Division:
May be configured from figures mentioned in the list above. NO BODY PART(S) ALLOWED ABOVE TOP OF HELMET. Hand(s) MAY now be BELOW the lowest knee. Arms forward figure rule still applies as in the past (can not play skills positions).

*Maximum Height - 38mm or 1.5".
*Maximum Length - 33mm. *Maximum Width - 29mm.

BASES - BuzzBall, Tudor/Superior/Miggle bases are allowed. Each coach is allowed 1 Base Per Figure + 6 Extra Bases For Figures + 1 Appropriate Base Per TTQB. Tudor/Superior/Miggle Deluxe era and BuzzBall bases are allowed. This Does NOT Include Brown TTC Bases & Dials as they were made by the Playtime company and are ILLEGAL. Legal bases from the above manufacturers include Single Clip Rookie Bases, Double Clip Rookie Bases, TTC Bases with Dials, and Red Peg TTC Bases. Miggle ProLine Rookie and TTC bases ARE allowed at this time.

BASE TWEAKING: Prongs - Base prongs may be pulled, stretched, curled, clipped, or otherwise physically manipulated, keeping in mind it must meet the overall stated base height specifications. No portion of any prong or prongs may extend beyond the outer shell rim with or without a figure on top of it. No part of a base that is not a prong can be made into a prong or made to act as a prong through any process of alteration. Such a part or parts may be removed but not manipulated unless it can retain its factory shape.
EXCEPTION: A base may have 2 or more sets of prongs removed (immobile base). This eliminates its ability to "push" another player or into the LOS (see push rule). In such cases as with a Multi-Directional base, the dial tab may/will make contact with the board, acting as a prong. Under these conditions the dial tab may be tweaked like any other prong. This Is Legal. Aside from this, prongs may be removed but not added.

Base prong configurations may vary from one sanctioned manufacturer to another.
Dials and prong bars from one era or manufacturer to another may be switched provided no alterations to the base shell is required, they are firmly held into place, and they meet specs.

Shells - Base shells must be free of sprue remains or slag (flashing) and must be free of any recesses or protrusions. Base shells may not be otherwise altered.
NOTE: No chemical alterations are allowed to any base.
No weight may be added to any base except the figure placed on it.
Base shells may be marked between it's rear corners on the outside of the shell for identification purposes. Use magic marker, a small amount of paint, or decals, etc., for this.
No excesses and no plates allowed.
One piece of tape may be added to the leading edge of a TTQB passer's base shell to help assure that the passer does not move from its position during a pass attempt (aka, the electric slide).

*Maximum Base Height - 10mm all bases.
*Maximum Base Weight - Rookie (all) - 0.9 grams, TTC w/Dial - 1.3 grams, Red Peg TTC - 0.9 grams.


PLAYERS - A player consists of a fully detailed figure on its base with or without appropriate tape affixed on the underside of its platform and legally mounted on a base. This assures that the figure can be removed from its base easily for inspection. A figure's platform must be evenly distributed across the base's platform. Any remaining portion of the figure's platform that extends past the base's platform is considered to be part of that player's base if a ball carrier or eligible receive for contact purposes during play, but can prevent a tackle from being made by such a player. Such portions of that figure's platform should be trimmed to fit within the confines of the base's platform area.


TEAMS: Each team entered may have up to 34 players plus up to five (5) TTQB's. TTQB's do not need to be painted or have numbers. Those that are numbered can be in duplicate with respect to one another or any of the other 34 players. TTQB's, and ONLY TTQB's, are allowed to be glued to their bases.


TTQB's: TTQB's are not allowed to play any on-field position with other players except to kick FG's. If used to pass, they will be subbed in at the spot of the on-field QB to pass, then replaced with the original on-field QB. If an onsides kick, they will be used to kick, then replaced by a legal player designated during setup.

TTQB MODIFICATIONS: No springs, cups, or devices can be added to the TTQB figure. Tape may be added to the leading edge of its base shell for the purpose of keeping the TTQB in place during TTQB passes. Kicking leg may be removed for passing.
Notches are allowed in the throwing hand and/or arm to aid for gripping, ball positioning, etc. Forward arm may be bent but not removed. Rear tab can be present and can be bent as desired, or removed.
QB figure may be bent in any manner so long as the head does not extend past any portion of the base shell's top deck area. Arms can be bent in a desired position.
If you want to do something not described here please get permission and a clarification in advance.


PASSING EQUIPMENT & GAME BALLS

Pass Simulation Equipment - SIW, Inc. will supply all Pass Simulation equipment for this event. A set will be issued to all paid entrants before the games begin. It is the responsibility of each coach to keep and maintain their own balls and PS sticks. Should a coach need additional PS equipment, it will be available for sale throughout the event.
Spot Passing Targets – SIW will be providing Spot Passing Targets for this event. An BuzzBall Spot Passing Target will be issued to each game board for the duration of the tournament.
Passing Footballs - SIW stock felt stock footballs are the ONLY footballs allowed for TTQB passes. No other balls are allowed. Coaches are permitted to enhance footballs with glue or paint products so long as the ball does not damage the board or players. Oversized Felt footballs ARE NOT ALLOWED.


OTHER EQUIPMENT - Other Equipment Allowed In A Team Box:

Down Markers, 10 yard Markers, On-field Refs (for use during pivots).

Other Equipment Not In Team Box: A coach may elect to bring along a vintage 620 size board but should not have it in the gaming area unless requested by an event official.

Custom goal posts may also be considered for use during this event. If you would like yours to be considered, please show it to an event official for approval before the event begins.

Personal boards and goal posts which are selected for tournament use can be kept at the check in area when not in use if requested by the owner.
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Last edited by Coach Rip : 01-13-2009 at 08:57 AM.
  #2  
Old 11-25-2008, 10:40 PM
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Default Part Two

CONDUCT: We will grant very limited concessions for inappropriate behavior and no concessions will be granted for cheaters. Everyone is expected to conduct themselves in an orderly fashion during the event. ANYONE who causes or engages in inappropriate and/or unsportsmanlike behavior will be warned ONCE. Any one committing a second offense WILL be removed from the event and will be banned from future events, for an as of yet, undetermined period of time. Anyone caught blatantly cheating or attempting to cheat under this format will NOT receive ANY warnings. Cheaters will be immediately removed from the event, WITHOUT a refund, and WILL be banned from future events FOREVER! Any blatantly illegal equipment found during or after check-in will be confiscated and will NOT be returned. Such equipment will be documented, including pictures, and posted as evidence for public knowledge.


RULE #1: Just because the rules do not say you can not do it, that does not mean you can do it. It is humanly impossible to have every possible scenario covered in text. If the rules do not say you can specifically do it then you can not do it unless you get prior and specific permission to do so before trying to implement it on the playing field. Anything not covered in the rules will be handled by the officials within the spirit of the rules.

PLEF RULE: PLEF is an abbreviation for Player-Ref (props to Ed Scott and the Philly Gang). During a game the participating competitive coaches will be required to make their own calls to resolve plays. This includes but is not limited to proper setup, complete passes, incomplete passes, interceptions, pass interference, tackles, sacks, engaged or unengaged players. In the case of setup with respect to proper player positioning, each coach is expected to POLITELY INFORM their opponent if there is some violation, be it minor or otherwise. They will then allow their opponent to correct the problem without penalty. Repeated failure to setup or properly pivot via protocol WILL result in a penalty. During pass attempts each coach will agree as to the result without outside intervention or comment. If the competing coaches do not agree or can not decide on the result, the ref and/or designated non-participating coach(es) will make the call. The same procedure will be followed for resolving tackles, sacks, etc. In cases where both opponents agree, the agreed upon result IS FINAL! In cases where neither opponent agrees or if either or both are unsure of the result, the decision of the appointed ref/official/designated non-participating coach(es) is final. This means someone not competing in that particular game should be asked to oversee every play at the point where a result is to be recorded.

Team Inspection/Lockdown
Each coach will get a number as they get in the line. If your team does NOT pass inspection your number will be yanked and you will be given another number (obviously much higher than you had at first). You will then go to the END of the line. If your number is called and you are not ready you will likewise get a higher number and go to the end of the line. Once team check-in deadline has passed NO coach will be allowed to check their team in except for in EXTREME circumstances. No coach will be permitted to attempt a team check-in more than twice. If you fail twice you are DONE. So PLEASE come with your team legal and ready to be checked in.

*** Special assistance will be available for ANY NEW COACH TO THIS FORMAT. This is related to helping them make sure their team is legal and ready for inspection. Every attempt will be made to get you into the event provided you give the event staff reasonable notice to do so. ***

GAME LENGTH
Games for this event are of 2 varieties. (1) preliminary rounds, and (2) elimination rounds.
Preliminary rounds should consist of at least 2 rounds per coach, subject to number of participants and time constraints. No one will be eliminated during the preliminary rounds as they are used to get coaches familiar with the format and to determine seeding for elimination rounds. A somewhat complex but thorough point system has been adapted to assure seeding accuracy. Elimination rounds will follow.

Prelims - Friday Night Only - Those participating in prelims will be seeded above all those who do not. The next highest seed will be the FIRST coach to SUCCESSFULLY make it through team inspection and lockdown. Remaining coaches will be ranked in the same manner.

Elimination - Will consist of two 16 play halves with each coach being allowed 2 timeouts per half. At this point, only those coaches who win their matches will advance in the brackets and into the next round. Eliminations will continue until a champion is declared. Elimination rounds can not end in a tie. If an elimination match ends in regulation and the score is tied, the game will go into overtime. Overtime rules will be discussed prior to the opening rounds for the sake of ultimate clarity. There will be no changing ends of the field after regulation ends and overtime begins.


TIMEOUTS
Each timeout called adds a play to the total number of plays in that half. One timeout called by one coach would result in having 17 plays in that half.
If a coach wants to call a timeout with one play left in that half they must do so before their squad on the field is set (before they declare being set) for that play or that timeout will not add a play to that half.
However, the timeout will count and players will be allowed to be reset if desired. This goes for each coach and their squads on the field respectively. Just because the offense has declared they are set and did not call a timeout on the last play of a half does not mean the defense can not call a time out before they are set to add a play to that half.
Calling for a timeout when none are available is not a penalty but extra time or resets will not be allowed, nor will it result in adding a play to that half.
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  #3  
Old 11-25-2008, 10:41 PM
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Default Part III

PREPARING FOR PLAY

Prongs - Prongs are referred to in "sets" or "sets of prongs." Each prong or prongs located at each of the 4 corners of a base is considered a set of prongs.
EXAMPLE: Front Left Corner Of A Base - If a TTC then there is 1 prong in that set, if a Tudor SC Rookie then there are 2 prongs in that set. In either case (1 or 2 individual prongs located on that corner of the base) it/they is/are considered 1 set.


Tackle - ANY base contact by an opponent's player constitutes a tackle. Uncertain tackles are treated the same as uncertain pass completions. If it is not a clear tackle, it is not a tackle.


Pivot - Players may be adjusted where allowed by performing pivots. There are 2 types of pivots: (1) Basic Pivot, (2) Advanced Pivot
(1) A Basic Pivot is performed by turning a player where it rests on the field so that it does not gain distance towards its intended target and/or so as not to gain positive downfield yardage.
(2) An Advanced Pivot involves picking up a player using only a hand or hands to adjust its directional device and/or prong(s), but no other part of that player. Aside from picking up the player, allowing for the stated adjustments, then resetting, an advanced pivot is otherwise performed identically to a basic pivot. This means it must be reset and turned at the spot it was picked up.
All pivots are to be performed using an on-field referee/spotting device unless permission is granted by an official to do otherwise.


Mobile Base - Any base that has 3 or more sets of prongs intact. Mobile bases used with an on-field QB player are subjected to the "push rule."


Immobile Base - Any base that has 2 or less sets of prongs intact. Immobile bases used with on-field QB players are not subjected to the "push rule."


Base Switching - No switching a player's base during a play is allowed unless specifically called for in the rules or by an official. Otherwise this must be done before setup is complete or after completion of a play. This also means no changing out base components (dials or prong bars).


Push Rule - If an on-field QB is on a mobile base and makes (any) base to base contact with an interior offensive lineman anywhere behind the LOS after the switch is initially turned on to begin a play from scrimmage, that QB is considered to be pushing and the board must be immediately stopped. Such an action will invoke the "Push Rule." Whenever the push rule is invoked, the on field QB must keep the ball on called run plays, and must keep the ball and run on pass plays even if set to spin. The "push" rule takes priority even if there are eligible, unengaged or engaged receivers/ball carriers.

*NOTE* The mobile or immobile base under the on field QB is a determining factor that can dictate the options an offensive coach has available. However, the way a mobile or immobile base it set to run may also define one's options on a given play. Below is a basic chart to help explain:

QB ON MOBILE BASE: CAN Invoke Push Rule On Run & Pass Plays
1) Invokes Push Rule - QB must keep the ball. Applies to run and pass plays.
2a) Set To Spin When Board Is Stopped> Run Play - QB may pitch if possible or keep the ball and accept a tackle at LOS for no gain (busted play).
3a) Set To Spin When Board Is Stopped> Pass Play - QB may attempt a pass if possible or throw pass away (auto incompletion).

QB ON IMMOBILE BASE: Can NOT Invoke Push Rule On Run Or Pass Plays
QB may keep the ball on an Immobile Base so long as it is demonstrating substantial forward progress when the switch is turned back on. Otherwise see below
2b) Run Play> Same As #2a Above
3b) Pass Play> Same As #3a Above


START OF GAME PLAY

To begin the game a referee will designate the challenging coach. A coin will be tossed by the referee allowing the coin to hit the floor.

The challenging coach must call "heads" or "tails" while the coin is in the air. The coach that wins the toss must make a choice of either receiving the ball or kicking off. Deferring is not an option.

The kick coverage team decides which end zone they will defend for the first half.

Teams will switch ends of the field to begin the second half and the team that received the opening kick off will kick away to begin the second half.

STANDING AND FALLEN PLAYERS

Standing Players: To begin any play, all players must be upright on their bases without any portion of a player's figure touching the playing surface. If a player tips over during the progression of a play and any portion of that figure is contacting the board, that player has fallen. A player that is leaning into or on another player, figure, or platform has not fallen if the leaning player has no portion of the figure contacting the board. Such a player may be set upright at its current facing, and later pivoted (when/if eligible) so long as doing so does not involve dislodging the players in which it has made contact from their current position and/or facing.

Fallen Players: A player that has fallen is considered to be a part of the field, must remain down until that play is complete, can not be adjusted by a coach, and can not make a tackle or receive a pitch or pass, and can not carry the ball. Consider a fallen player as temporarily shaken up (injured) for the remainder of that play. A fallen player can affect a play by simply being in the way of another/other players. If a ball carrier falls during a play he is down at that point and the play is over. The ball will be marked for forward progress at the most downfield portion of its base.


PLAYS FROM SCRIMMAGE

Sequence: Players are separated to their designated sides of the line of scrimmage - Players may be separated by the referee and/or by their respective coaches. No coach may handle another coach's players at any time without permission from that player's coach and/or the referee.

Setup clock begins - Once the players have been separated to their respective sides of the field the setup clock begins.

Offense and defense begin setup - Offense must begin setup by completing placement of their interior linemen, beginning with the Center placed in the middle of the hash marks at the LOS. Offense has 60 seconds to complete their entire offensive set in a legal formation. Once set the offensive coach must say "set." Defense may begin setup as soon as the offensive Center is placed in proper position at the LOS. The defense will be allowed an additional 30 seconds (1:30 total time) to complete their defensive set in a legal formation. Once set the defensive coach must say "set."

Setup clock is stopped - Once setup is completed by both teams the setup clock is reset.

Offense performs audible(s), if any - The offense may now perform audibles. If so, they are allowed to pivot up to 2 players who are eligible to either carry the ball or receive a pass. The offense has 10 seconds to complete all audibles.

Defense performs audible(s), if any - The defense may now perform audibles. If so the defense gets an equal number of audibles as the offense took on that play. Any defender may be pivoted. The defense has 10 seconds to perform all audibles.

Offense calls play - Offense states "Run" or "Pass" along with the player who will carry the ball to begin the play - The offense must say who has the ball by clearly stating the eligible player's position and jersey number. Intitially this must be the on-field QB or a RB (straight handoff).

Play resolution - Board is turned on and play is resolved. Play is counted off and recorded. Ball marker, chains, and drop-back barriers are moved if applicable.

FORMATIONS

Offense: The center of the field at the LOS will always be used to begin plays from scrimmage. This is the spot where the offensive center must be set. The offense must have exactly 7 players on the line of scrimmage.

The interior linemen must have some space between them, must be spaced an even distance between one another, may not make base or body contact with any other player, and may not be in the shade of another offensive player. Interior linemen may not be audibled or moved once the offensive coach says "set."

The receivers on the line of scrimmage may be placed or spaced anywhere along the line of scrimmage so long as they are completely inbounds, not touching another player, and not in the shade of another offensive player.
Any receiver not on the line of scrimmage must be at least 1 yard and no more than a base length off of the line of scrimmage (most downfield portion of their base), must be completely outside any portion of the hash marks, and may not be stacked or in the shade of another player.

There must be at least 1 player in the backfield (QB), and no more than 3 players in the backfield including the quarterback. Spacing for all players must be maintained before and after audibles.

The quarterback may be set anywhere behind the center so long as it is directly in line with the center's base and no portion of its base may be beyond 20 yards behind the line of scrimmage.

RB's must maintain a minimum distance of a base length if the QB is directly in front of them (closest portion of their bases) or in the shade. All RB's must be at least a base length behind the OL before and after pivots. RB's must maintain a base width space between any offensive player beside it and without being in the shade of another team mate. A RB can line up directly behind another RB so long as those players are not touching and neither is directly behind or in the shade of the QB. Running backs must be touching some portion of a hash mark or be inside of them both before and after any audibles are performed and no portion of their base may be beyond 20 yards behind the line of scrimmage before or after audibles are performed.

WR's must be either on the LOS or no more than a base length off of the LOS (no downfield portion of base can exceed 4 yds off of LOS).

Defense: The defense is not limited to any recognizable formations but no player or players can be stacked or in the shade of another defensive player.

There is a 40 yard limit from the line of scrimmage that a defensive player or players can be placed during setup (no portion of base can exceed 40 yds from LOS).

If the defense is pinned back inside the 5 yard line and a base length of space can not be kept for defensive players in the secondary, defenders still may not be stacked or in the shade of another AND must be lined up with enough of their base out of the back of the end line, but inside the sidelines to prevent stacking. Otherwise all defenders that are directly behind or in the shade of another defender must be a base length behind that player in front of them and maintain some space without touching another team mate beside them.
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  #4  
Old 11-25-2008, 10:42 PM
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Default Part IV Passing/Pass Simulation

PLAY CALLING

Plays From Scrimmage - The coach on offense will call "Run" or "Pass" after setup and audibles (if any), and before the play begins. The offensive coach has 10 seconds to make this decision. Failure to do so is a 5 yard penalty for delay of game.

After the initial stop of the board on a run or pass play where the on-field QB has the ball, the on-field QB may retain the option to keep the ball but may not be adjusted or pivoted as long as that on-field QB did not invoke the "Push Rule" (see below), is not set to spin on a MOBILE base (see below), did not get tackled, run out of bounds, or travel past the maximum drop back limit. Once the push rule is invoked or it is announced that the QB will keep the ball, no pitches, passes, or handoffs can be attempted on that play unless otherwise noted below. (See QB On Mobile Base).

RUNNING PLAYS
There are 2 types of running plays that can be performed: (1) Straight Handoff, (2) Pitch/Keep Option. A Reverse falls under the "Pitch" category. No players may be pivoted during a running play.

Straight Handoff: If a running back is to carry the ball from a straight handoff, that running back's position and jersey number is to be clearly stated and the switch is to be controlled by the referee, if available. Otherwise the defensive coach controls the switch. The referee or defensive coach will turn on the board until the play is resolved. A RB must be even with or at least somewhat behind the most downfield portion of the QB's base in order to be able to carry the ball on a straight handoff.

Pitch/Keep Option: If the quarterback is to begin a running play carrying the ball, the offensive coach will control the switch and must state that the "quarterback has the ball" along with the QB's jersey number before turning the board on.

Once the board is turned on the offensive coach is allowed up to one 1 stoppage of the board.

Once the board is stopped the offensive coach has the options of letting the quarterback keep the ball or pitch the ball to a running back or other eligible offensive player (Reverse). The offensive coach must again clearly state if the quarterback is keeping the ball or clearly state the player's position and jersey number who is to receive the pitch.

Once the offensive player states "keep" or "pitch" and states the player(s) involved the switch is turned over to the referee or defensive coach. The board then runs until the play is resolved.

To pitch the ball there must be *base separation* and a clear path between the player who is pitching and the player who is to receive the pitch. No opponent's players or team mates can be within the confines of the involved player's bases, including appendages.

The QB or other player pitching the ball (1) must not have invoked the Push Rule, (2) must not have touched the LOS or run OB, (3) neither the Pitcher nor Receiver can be engaged by an opponent's player(s), and the Receiver must be even with or somewhat behind the Pitcher's base (most downfield portions). *NOTE* If the QB and player to receive pitch have base to base contact then there is NO PITCH. This is a "Wrap Around" HANDOFF even if that non QB player is in front of (downfield) the onfield QB.

A pitch is automatic if the base of the quarterback and the base of the intended target (closest portions) are within 2 base lengths or less (use pitch sticks).

PASSING PLAYS
The offensive coach controls the switch to begin a pass play and is allowed only 1 stoppage of the board.
The quarterback may sit, drop back, roll out, or step up during the progression of a pass play and may throw the ball at any time before:
(1) touching the line of scrimmage (any portion of its base),
(2) being sacked,
(3) running out of bounds, or
(4) going beyond the 25 yard drop-back limit (any portion of its base).
If the quarterback touches the line of scrimmage the quarterback must keep the ball.
If the quarterback goes beyond the 25 yard drop-back barrier it is a sack and the ball is to be marked at the most forward (downfield) portion of its base.
Additionally, if the quarterback is on a "mobile" base and invokes the "push rule", the board must be stopped immediately and the QB must now keep the ball
Not stopping the board immediately (within reason) will result in a 5 yard loss on that play (treat as a sack).

Downed Ball - The offensive coach may elect at any time during play progression to "down the ball" so long as other descriptive rules or circumstances do not prevent it. A downed ball ends the play at the spot of the ball carrier.

QB Run - The QB is the ONLY player allowed to run when the offensive coach has called for a pass play. The QB may run at any time so long as it 1) is making substantial forward progress after the switch is turned back on, 2) is not set to spin on an immobile or mobile base, 3) did not exceed the maximum dropback distance, 4) did not touch or exceed the LOS, 5) did not run OB, or 5) did not invoke the Push Rule.

Sacks - Coverage Sacks are no longer awarded for all eligible receivers being engaged when the board is stopped. EARN YOUR SACKS! The offense now has the (elevated and more realistic) burden of calling "run" or "pass" before plays from scrimmage begin. The modified "push" rule helps to negate the stack advantage for the on-field QB. These rules help to restore balance so the defense no longer needs to be ADDITIONALLY rewarded for excellent coverage.

Automatic Incompletion - If a pass is called and there are NO eligible receivers and/or unengaged players available, the offensive coach may call for an automatic incomplete pass as long as the Push Rule was not invoked. Likewise, the offensive coach may elect to call for an automatic incompletion even if there is at least one eligible receiver and/or unengaged player available.

*** Not following these rules will result in an automatic incomplete pass attempt, per instance ***
Once the O coach picks up the PS measuring stick for a pass play, the PS method must be used on that play to pass.
Once the O coach places a PS stick on the field to pass the PS method must be used on that play. NO EXCEPTIONS!
Once the O coach picks up their TTQB for a pass play the SnP passing method must be used on that play.
Once the O coach places a TTQB on the field to pass the SnP method must be used on that play.

Passing Methods - (1) TTQB, (2) Pass Simulation.
To attempt a pass, the intended target's base (any portion), must be at least somewhat in front of (downfield) the quarterbacks most downfield portion of its base.
Passes must be thrown forward, not laterally or backwards, or it is a pitch (running play). NOTE: If a pass attempt under either method is not an obvious completion it is a definite incompletion.
Completions Methods - (1) Automatic Completion, (2) Manual Completion
Automatic Completion: If an eligible receiver is within a TTQB length of the quarterback (closest portions of their bases), there is a clear path between those two players (no other player or players appendages are within the confines of either players bases), then the pass is considered to be an automatic completion if the offensive coach elects to accept it.
Manual Completion: Explained under TTQB and Pass Simulation sections for each method.
TTQB PASSING METHOD
The Triple Threat Quarterback (TTQB) only is to be used to pass the ball for this method.

During the pass attempt and until after the ball is released, the offensive coach nor the TTQB can dislodge any player on the field from its current position from any action used to attempt the pass. Doing so will result in an incompletion.

The offensive coach states "pass" and retains control of the switch. The board is turned on.

Once the offensive coach wishes to attempt a pass the board is then turned off. The offensive coach then points to and states the player's number to which the pass will be attempted.
The offensive coach has 10 seconds to state the intended receiver.

A BuzzBall Spot Passing Target is then placed on the field in place of the intended receiver. The downfield most portion of the BuzzBall Spot Passing Target’s ball must be placed at the same spot as the most downfield portion of the intended receiver's base.

The referee then places an on-field referee to mark the confines of the pass attempt area for the TTQB.

The normal quarterback player is to be replaced during the pass attempt with a legal TTQB, legal passing ball in place, and the TTQB's base must be within the confines of the on-field referee. The TTQB can be leaned and/or pivoted at its base within those confines.

If the referee determines that there is a lack of sufficient space to mark the area with an on-field referee the TTQB will be spotted manually with the guidance of an official.

The offensive coach has 10 seconds to get the pass off beginning from the moment the TTQB is placed or the referee says "go." The offensive coach then attempts the pass.

If the pass is completed the TTQB is to be replaced on the same spot with the on-field quarterback player that began that play so it has assumed its original facing and position..

First touch method is used to determine who caught the ball. This means the first player that makes contact with the pass in the air and before hitting anything else is the only player that counts in determining the outcome of that pass play.

Eligible Receiver: TTQB - Any player other than an offensive lineman and the quarterback that is at least somewhat downfield from the on-field QB, is inbounds, did not run out of bounds during that play, and is unengaged by any of the opponent's player(s) when the board is stopped for a pass attempt is an eligible receiver.

Pass Attempt: TTQB - The TTQB must release the ball from pressure applied by the offensive coach who is pulling back on the TTQB in order to constitute a pass attempt. If the ball falls off before an attempt it does not count as a pass attempt nor is it a fumble. In such a case the ball will be placed back on the TTQB and a pass will be attempted as normal.

Completion: TTQB - A pass is complete if the ball hits any portion of the BuzzBall Spot Passing Target in the air, including the base, before hitting the field, and if it did not hit any other player before doing so. Completed passes on or beyond the LOS may not be advanced and the play is over.
Once a pass is completed no offensive players can be pivoted unless the receiver who caught the ball remains behind the LOS after the catch. In such a case only the receiver who caught the ball can be pivoted on offense.
After this type of completion the defense is allowed to pivot any unengaged defensive players to attempt a tackle. Once a pass is completed and all pivots are made the switch is given to the referee or defensive coach to control, the board is turned on and the play is resolved. Completing a pass to an unengaged offensive lineman is a penalty - 10 yds from the LOS, if accepted.
Incompletion: TTQB - A pass is incomplete if it first hits the ground, hits an engaged player, strikes some other object beside a player, or if the pass flies off the playing field without hitting any player.

Interception: TTQB - A pass is intercepted if it first hits an unengaged defender in the air.
After an interception the intercepting coach may now pivot the ball carrier only, followed by the opposing coach pivoting any unengaged players to attempt a tackle. The switch control is given to the referee or coach who threw the interception and the board is turned on to resolve the play.
PASS SIMULATION METHOD
Once the offensive coach wishes to attempt a pass, the board is then turned off.
The offensive coach then points to and states the player's number to which the pass will be attempted.
The referee will then measure the distance (center of helmet to center of helmet) from the quarterback to the intended receiver.

If the distance is 20 yards or less a RED passing stick be used to spot the ball on the field.
If the distance is 21 to 40 yards a WHITE passing stick will be used.
If the distance is over 40 yards an BLUE passing stick will be used.

Once the distance has been determined the offensive coach may pivot the intended receiver only.
The offensive coach now places the appropriate passing stick on the field with one end making base contact with the intended receiver's front portion of the base and between the front corners. The passing stick may be angled in any desired direction from that point so long as the passing stick remains in contact with intended receiver's base as previously described and does not cause the eventual placed ball to make contact with any player. If for some reason the sticks can not be placed flat on the field a tourney official will handle the entire stick and ball placement procedures.

The referee or offensive coach will next place the PS ball on the field so it contacts the opposite end of the passing stick, the closest point of the ball is centered on the end of the stick, and closest point of the ball is facing the quarterback to simulate a spiral pass from his direction.
The defensive coach may now pivot any unengaged players to either make an interception attempt or to make a tackle on the receiver after the catch.

From this point on no players may be pivoted to resolve the play unless the pass is intercepted (see Interception). The referee or offensive coach takes control of the switch and turns the board on until the pass is determined to be caught or incomplete. *NOTE: See Pass Interference Section Below.

Eligible Receiver: Pass Simulation - Initially and at the first stop of the board on a PS attempt, an eligible receiver is any offensive player other than interior lineman and the quarterback that is at least somewhat downfield from the on-field QB, is inbounds, did not run out of bounds during that play, and is unengaged by any of the opponent's player(s).

Catch: After the ball has been placed and the board tuned back on, any player who makes (any) base contact with the ball before the play is over has caught the ball. This means engaged players, unengaged players, legal receivers, and illegal receivers all count except the quarterback.

Completion: Pass Simulation - ANY BASE CONTACT with the ball constitutes a catch for all players. Situations where it is not a clear completion will be treated the same as an unclear passes with the TTQB (incomplete) and treated the same as an unclear tackle with respect to base contact (not a tackle). Additionally, and just as a TTQB pass, the first player to make base contact with the ball has made the catch.

Once a pass is completed to an intended receiver the referee will make the call and remove the placed ball. The ball can be advanced after the catch if that receiver is still unengaged. In such a case the referee will turn the board back on to resolve the play.

A pass is complete if an unintended receiver makes contact with the ball as described above before any other player but the ball can not be advanced and is down at that spot. If this player previously stepped out of bounds or is an offensive lineman it is a penalty for an illegal receiver.

Simultaneous touching of the ball between offensive and defensive players is awarded to the offense as a completion but the ball can not be advanced even if no base contact between those 2 players is made (ball sometimes keeps bases from making contact on simultaneous contact).

Simultaneous touching of the ball between offensive players will result in having the catch awarded to one of the involved offensive players chosen by the offensive coach, with priority in favor of the intended receiver over all others.

Simultaneous touching of the ball between defensive players will be awarded to one of the involved defensive players chosen by the defensive coach.

Simultaneous contact between players from the same team can be advanced so long as the player awarded the catch is an eligible ball carrier (not an OL player or QB).

Incompletion: Pass Simulation - A pass is incomplete once and if any offensive or defensive player's base (any portion) passes the entire placed ball within a radius of a base length around the placed ball. At that point the play is over and it is the next down. The play is still alive until that occurs, no other player has caught the ball, OR 3 seconds has passed since the board was turned back on to resolve the play. After 3 seconds the ball is considered to have hit the ground and is an incomplete pass. If for some reason the quarterback catches the ball it is an incomplete pass.

Interception: Pass Simulation - A pass is intercepted if any player on defense makes contact with the ball as described above before any other player on offense. After an interception the intercepting coach may now pivot the ball carrier only if still unengaged after the catch, followed by the opposing coach pivoting any unengaged players to attempt a tackle. The switch control is given to the referee or coach who threw the interception and the board is turned on to resolve the play.

Pass Interference: Pass Simulation - No unengaged player from either team may be pivoted to obstruct an unengaged opponent player's path to the ball without risking a penalty. Obstructing an unengaged opponent player's path to the ball constitutes pass interference if contact is made during play resolution unless it happens within the base length radius (incidental/free contact area) around the placed ball.
Running into the back of an opponent player's base does not constitute interference under any circumstances.
On offense, only the intended receiver can cause offensive pass interference.
On defense, any unengaged defensive player (not including eventual engagement with intended receiver) can cause pass interference, even if that player was engaged when the ball was placed. Any base contact within a base length or less is considered to be incidental contact and is not a penalty.
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Old 11-25-2008, 10:43 PM
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Default Part V

SPECIAL TEAMS

Kickoff: Normal - The receiving team must designate one player to return the kick. That player's number must be reported to the referee and to the opposing coach, it must be on its assigned base, and it must remain on that assigned base when and if the kick is returned. That player is also to be set out in plain view of the referee and the opposing coach by placing it in the return team's end zone.

The kicking team selects which portion of the end zone the kick will be returned from. This can be anywhere along the goal line that is between the left and right on-field numbers. The Kick Returner is to be placed at that spot and then pivoted.

Kicking team and receiving team will now line up their players. KT lines up on the 50 yd line or deeper. At least one (1) player must be on the 50 yd line. RT lines up on their 30 yd line or deeper. At least one (1) player must be on the 30 yd line and no player can be on the GL or in the end zone except the KR. Setup for both teams is simultaneous at this point. No player(s) may be stacked or in the shade of another.

Kickoff Return: Once both teams are set, the switch is turned on and the play is resolved.


*NOTE: All kickoffs that involve setting up a return team or running the board to achieve a result of any kind will count as a play for time keeping purposes. The receiving team can elect to accept a touchback by taking the ball at their own 20 yard line without setting up a return team. In such a case the return team must clearly state "touchback" BEFORE completing setup for their return team. A touchback will not count as a play for time keeping purposes.

Onsides Kick: A team MUST BE TRAILING IN SCORE to attempt an Onsides Kick
Both teams line up their players on or behind their respective 40 yard lines. Normal Kickoff spacing rules for all players are in affect.

The kicking team must now designate a legal on-field player as their kicker. The kicking team will use a TTQB kicker to sub for the legal on-field player and place that TTQB somewhere on and along their own 40 yard line with a legal kicking ball ready to kick.

The kicking team then gets 1 attempt to kick the ball. The ball must be kicked with the TTQB's kicking leg. Any part of the kicked ball must travel at least 10 yards, no more than 30 yards, and not travel OB for the kick to be successful.

If the kicked ball goes out of bounds or fails to travel within the required distances it is the receiving team's ball at the 50 yard line.

If the kicked ball travels within the required distances and makes contact with a player (base or body) on the receiving team, the receiving team has recovered the ball at that spot and the play is over. Contact with a player out of bounds is not a recovered ball and is a kick that went OB.

If the kicked ball travels within the required distances, does not go out of bounds, and does not make contact with any player on the receiving team, it is a live ball. To resolve possession of a live ball after the kick the referee will replace the kicked ball with a PS ball in the same spot and in the same position on the field where the original ball was removed.
The kicking team must now remove the TTQB kicker from the field and may replace it with their previously designated on-field kicker player. The receiving team's coach may pivot any players towards the ball, followed by the kicking team. The referee then turns the board on to resolve the play. The board will remain on for up to 10 seconds or until a player from either team touches the ball with any portion of its base, designating a recovery and possession, and ending the play. If after the 10 second time limit expires and no player has recovered the ball, possession goes to the receiving team at the spot of the ball (closest part of the ball to their own end zone).

Extra Point: 1 Point Conversion - Kicked extra points are worth 1 point and do not cont as a play. Following a touchdown, if the scoring team decides to kick the extra point, they must do so by lining up their TTQB kicker with ball in place at the opponent's 10 yard line. The kick is attempted unopposed and no other players for either team may be in the way. The kick must go between the uprights and over the crossbar to be successful.

Extra Point: 2 Point Conversion - Two point conversions are worth 2 points and do not count as a play. Two point conversions may be attempted after any touchdown. Following a touchdown, if the scoring team decides to go for a two point conversion, they must line up at their opponents 2 yard line and must line up no differently than any other play from scrimmage. The offensive team must score just as they do for any other touchdown for the conversion to be successful.

Punts: Punts are automatically performed and all punts count as a play. All punts result in a net 40 yard play with the receiving team taking over at that spot. Any punt that lands on or beyond the goal line results in an automatic touchback.

Field Goals: Field goals are worth 3 points and count as a play.
Field goals must be kicked with the TTQB kicker.
There are no fake field goals.

Field goals may be attempted on any down once the offensive team is within field goal range.
Once a field goal attempt has been tried it ends that possession for the offensive team unless a penalty is called or there was an equipment or similar problem during that attempt. Those instances will be handled by the referee and/or event staff.

The maximum field goal attempt that can be attempted is 63 yards. The kicker must be lined up in the center of the field but may be pivoted and/or angled. The front of the kicker's base must be 7 yards behind the line of scrimmage. This means that the line of scrimmage must be at the opponent's 46 yard line or closer to attempt a field goal. The Field goal will now be attempted from the appropriate spot on the field, unopposed.

The kick must clearly travel between the uprights and over the cross bar for the attempt to be successful.

All missed kicks result in the defensive team obtaining possession the ball automatically at the spot of the kick (7 yds behind LOS) unless that spot is less than 20 yards away from the defending team's end zone. If those cases the defending team will start their possession at their own 20 yard line.


PENALTIES
Just because you do not see a specific penalty listed does not mean it will not be called. Below are the basics only. An official can make other calls not listed so long as they are not contradictory to the format.
Unsportsmanlike Conduct - 15 yds from LOS + warning. Repeated acts will cause you to get tossed out on your keister! We are here for fun. Please behave accordingly.
Pass Interference - On Defense: 1st down at spot of infraction. On Offense: 10 yds from LOS.
Offsides - 5 yds from LOS.
Delay Of Game - 5 yds from LOS
Illegal Formation - 5 yds from LOS.
Illegal Receiver - 10 yds from LOS.
Illegal Pivot - All illegally pivoted players will be removed from the board until that play is resolved. All pivots are to be made using an approved on-field ref, spotting device, or with assistance of an official.
Failure to do so without consent of an official will result in a penalty.
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