4-on-4 Rules
(revised 01/07/08)
RULE 1. THE GAME, FIELD, PLAYERS AND EQUIPMENT
SECTION 1. GENERAL PROVISIONS
ART. 1…The Game. The game shall be played between two teams of 4 players each. 3 players are required to start the game and avoid a forfeit.
NOTE: If in doubt, continue the game.
PENALTY: Illegal Participation, 5 yards (S28).
ART. 3…Supervision. The game shall be played under the supervision of 3 officials and an intramural supervisor.
ART. 4…Team Captains. Each team shall designate to the Referee the team captain(s). If more than one player is designated, a speaking captain must be selected to make all decisions.
ART. 5…Persons Subject to the Rules. Players, substitutes, replaced players, coaches, trainers, spectators and other persons affiliated with the team are subject to the Rules of the game and shall be governed by decisions of officials assigned to the game.
ART. 6…Referee’s Authority. The Referee has authority to rule promptly, and in the spirit of good sportsmanship, on any situation not specifically covered in the Rules. The Referee’s decisions are final in all matters pertaining to the game.
ART. 7…Game Official’s Authority. The game officials shall assume authority for the contest, including penalizing unsportsmanlike acts, as soon as they are able to be present. The official’s jurisdiction extends through the Referee’s declaration of the end of the second half or overtime.
NOTE: The supervisor’s jurisdiction extends beyond that of the officials.
SECTION 2. THE FIELD
ART. 5…Goal Line. The entire width of each goal line shall be a part of the end zone.
ART. 6…Team Box. On each side of the field a team box is designated for the teams, coaches and authorized team attendants. This team box shall be located 2 yards off of the sideline and between the 10 yard lines.
ART. 7…Pylons. Soft, flexible pylons shall be placed at the intersection of the sideline with the goal lines and end lines, and at the intersection of the end lines and inbounds line extended.
SECTION 3. GAME EQUIPMENT
ART. 1…The Ball. The official ball shall be pebble-grained leather or rubber covered and meet the recommendations of size and shape for a regulation football. There are no requirements regarding ball pressure and markings. Men shall use the regular size ball only. The regular, intermediate, youth or junior size football shall be used for Women’s games. The Referee shall be the sole judge of any ball offered for play and may change the ball during play at his/her discretion. During the game each team must use a legal ball of its choice when in possession
ART. 2…Ball Spotters. Two soft and pliable ball spotters are required. One, orange, will mark the offensive scrimmage line. The second, yellow, will mark the defensive scrimmage line. The ball spotters will always be 1 yard apart.
SECTION 4. PLAYER EQUIPMENT - REQUIRED
ART. 2…Pants/Shorts. Each player must wear pants or shorts without any belt(s), belt loop(s), pocket(s) or exposed drawstrings. The pants or shorts must be a different color than the flags.
ART. 3…Flag Belt. Each player must wear the flag belt provided by UF IM Sports.
PENALTY: Live Ball Foul, Failure to have the flag belt legally attached at the snap, 3 yards from the previous spot (S23).
ART. 4…Shoes. Shoes shall be made of a canvas, leather or synthetic material which covers the foot attached to a firm sole or leather, rubber or composition material which may have cleats or be cleatless. Among the items which do not meet these requirements are gymnastic slippers, ski and logger boots, and other apparel not intended for football use. Cleats are limited to studs or projections which do not exceed ½ inch in length and are made with nonabrasive rubber or rubber-type synthetic material which does not chip or develop a cutting edge.
PENALTY: (Section 4) Failure to wear required equipment. Live Ball (Previous Spot) or Dead Ball (Succeeding Spot) Foul. 3 yards (S23).
SECTION 5. PLAYER EQUIPMENT - OPTIONAL
ART. 1…Ace Bandage. Players may use an ace bandage no more than two turns thick in any given area. It can be anchored at each end by tape not to exceed two turns.
ART. 2…Gloves. Players may wear gloves which must consist of a soft, pliable and nonabrasive material.
ART. 3…Headwear. Players may wear a headband no wider than 2” and made of non-abrasive cloth, elastic, fiber, soft leather or rubber. Rubber or cloth elastic bands may be used to control hair.
ART. 4…Knee Pads. Players may wear soft, pliable basketball or wrestling knee pads on the leg, knee and/or ankle.
ART. 5…Mouth and Tooth Protector. It is strongly recommended that a mouth piece be worn by all players.
ART. 6…Play Books. Players may carry a play book inside their clothing as long as it is not made of an unyielding material and is not visible. If carried on the field, a player must keep it rather than throw it on the ground.
ART. 7…Sunglasses. Players may wear pliable and non-rigid sunglasses.
SECTION 6. PLAYER EQUIPMENT - ILLEGAL
ART. 1…Illegal Equipment. A player wearing illegal equipment shall not be permitted to play. This applies to any equipment which, in the opinion of the Referee, is dangerous or confusing. Types of equipment or substances which shall always be declared illegal include:
a. Headwear other than the 2” headband.
b. Jewelry.
c. Pads or braces worn above the waist.
d. Shoes with metal, ceramic, screw-in, or detachable cleats
EXCEPTION: Screw-in cleats are allowed if the screw is part of the cleat.
e. Shirts of jerseys which do not remain tucked in. Any hood on a coat, sweatshirt, or shirt which does not remain tucked in. Tear-away jerseys or jerseys that have been altered in any manner which produces a knot-like protrusion or creates a tear-away jersey.
f. pants or shorts with any belt(s), belt loop(s), pocket(s) or exposed drawstrings.
g. Leg and knee braces made of hard, unyielding material unless covered on both sides and all edges overlapped, and any other hard substance unless covered with at least ½” of closed cell, slow recovery rubber or other material of similar thickness and physical properties.
h. Any slippery or sticky foreign substance on any equipment or exposed part of the body.
i. Equipment which includes computers or any electronic or mechanical devices for communication.
j. Exposed metal on clothes or person.
k. Towels attached at the player’s waist.
PENALTY: Unsportsmanlike Conduct. 5 yards (S27).
SECTION 7. PLAYER EQUIPMENT - MISSING OR ILLEGAL
When any required player equipment is missing or when illegal equipment is found on any incoming substitute or player, correction must be made before participation. An official’s time-out shall be declared to permit prompt repair of equipment which becomes illegal or defective through use.
RULE 2. DEFINITIONS
SECTION 1. BALL – LIVE, DEAD, LOOSE, POSSESSION
ART. 1…Live Ball. A live ball is a ball in play and a dead ball is not in play. A pass or fumble which has not yet touched the ground is a live ball in flight and can be caught and advanced by either team.
ART. 2…Loose Ball. A loose ball is a live ball not in player possession, i.e., any punt, pass or fumble.
ART. 3…In Possession. A player is in possession of a live ball when he/she is holding or controlling the ball. A team is in possession:
a. When one of its players is in possession.
c. While a forward pass thrown by one of its players is in flight.
d. When it was last in possession during a loose ball.
ART. 4…When the Ball is Ready for Play. A dead ball is ready for play when the Referee:
a. If the clock is running, sounds the whistle and signals “ready for play” (S1).
b. If the clock is stopped, sounds the whistle and signals either “start the clock” or the “ball is ready for play” (S2) or (S1)
SECTION 2. BAT
ART. 1…Bat. A bat is intentionally slapping, striking, or redirecting the ball with the hand or arm.
SECTION 3. CATCH, INTERCEPTION, SIMULTANEOUS CATCH, TOUCHING
ART. 1…Catch. A catch is the act of establishing player possession of a live ball which is in flight, and first contacting the ground inbounds or being contacted by an opponent in such a way that he/she is prevented from returning to the ground inbounds while maintaining possession of the ball.
a. If one foot first lands inbounds and the receiver has possession and control of the ball, it is a catch or interception even though a subsequent step takes the receiver out-of-bounds.
b. A catch by any kneeling or prone inbounds player is a completion or interception.
c. A loss of the ball simultaneously with returning to the ground is not a catch or interception. NOTE: If in doubt, it is a catch.
ART. 2…Interception. An interception is the catch of an opponent’s fumble or pass.
ART. 3…Simultaneous Catch or Recovery. A simultaneous catch or recovery is a catch or recovery in which there is joint possession of a live ball by opposing players who are inbounds.
ART. 4…Touching. Catching is always preceded by touching the ball; thus, if touching causes the ball to become dead, securing possession of the ball has no significance. Touching refers to any contact with the ball.
SECTION 4. DOWN AND BETWEEN
ART. 1…A down is a unit of the game which starts, after the ball is ready for play, with a legal snap and ends when the ball next becomes dead. Between downs is the interval during which the ball is dead.
SECTION 5. ENCROACHMENT
ART. 1…Encroachment is a term used to indicate a player is illegally in the neutral zone. An entering substitute is not considered to be a player for encroachment restrictions until he/she is on his/her team’s side of the neutral zone.
SECTION 6. FIGHTING
ART. 1…Fighting is any attempt by a player or nonplayer to strike or engage an opponent in a combative manner unrelated to football. Such acts include, but are not limited to, attempts to strike an opponent(s) with the arm(s), hand(s), leg(s), or foot (feet), whether or not there is contact.
SECTION 7. FOUL
ART. 1…A foul is a rule infraction for which a penalty is prescribed.
NOTE: If in doubt, it is not a foul.
SECTION 8. FUMBLE
ART. 1…A fumble is a loss of player possession other than by handing, passing, or punting the ball.
SECTION 9. GOAL LINES
ART. 1…Each goal line is a vertical plane separating the end zone from the field of play. The plane of the goal line extends beyond the sideline.
SECTION 10. HANDING THE BALL
ART. 1…Handling the ball is transferring player possession from one teammate to another without throwing or punting it.
SECTION 11. HUDDLE
ART. 1…A huddle is two or more offensive players grouped together after the ball is ready for play and before assuming scrimmage formation prior to the snap.
SECTION 12. HURDLING
ART. 1…Hurdling is an attempt by a player to jump with one or both feet or knees foremost over an opponent who is contacting the ground with no part of his/her body, except one or both feet.
SECTION 13. KICKS
ART. 2…Illegal Kicks. Kicking the ball in any manner is illegal.
SECTION 14. LOSS OF DOWN
ART. 1…“Loss of a down” means “loss of the right to repeat the down.”
SECTION 15. MUFF
ART. 1…A muff is an unsuccessful attempt to catch a ball, the ball being touched in the attempt.
SECTION 16. NEUTRAL ZONE
ART. 1…The neutral zone is from the forward point of the football one yard to the Team B scrimmage line and extended to each sideline. It is established when the ball is marked ready for play.
SECTION 17. PASSER
ART. 1…The passer is the player who has thrown a legal forward pass. He/she remains the passer while the ball is in flight or until he/she moves to participate in the play.
SECTION 18. PASSES
ART. 1…Passing. Passing the ball is throwing it. In a pass, the ball travels in flight. A pass continues to be a pass until it is caught, intercepted, or the ball becomes dead. The initial direction determines whether a pass is forward or backward.
ART. 2…Forward and Backward Pass. A forward pass is thrown with its initial direction toward the opponent’s end line. A backward pass is a pass thrown with its initial direction parallel with or toward the passer’s end line. A pass continues to be a pass until it is caught or strikes the ground. A backward pass or fumble that strikes the ground is ruled dead at that spot.
SECTION 19. PENALTY
ART. 1…A penalty is a result imposed by Rule against a team or team member that has committed a foul.
SECTION 20. REMOVING THE FLAG BELT
ART. 1…Flag Belt Removal. When the flag is clearly taken from the runner in possession of the ball, the ball is declared dead and the down shall end. An opponent who removes the flag belt from the runner should immediately hold the flag belt above his/her head to assist the official in locating the spot where the capture occurred. If a flag belt inadvertently falls to the ground, a one hand tag between the shoulders and knees constitutes capture. A player may leave his/her feet to remove the flag belt.
ART. 2…Contact. In an attempt to remove the flag belt from a runner, an opponent may contact the body and shoulders, but not the face, neck or any part of the head of the runner with their hands. An opponent may not hold, push, or knock the runner down in an attempt to remove the flag belt.
SECTION 21. SCREEN BLOCKING
ART. 1…Screen blocking is legally obstructing an opponent without using any part of the body to initiate contact.
SECTION 22. SCRIMMAGE
ART. 1…Scrimmage Line. The scrimmage line for Team A is the yard line and its vertical plane which passes through the forward point of the ball. The scrimmage line for Team B is the yard line and its vertical plane which passes one yard from the point of the ball nearest its own goal line. Team B’s scrimmage line may extend into their end zone. A Team A player is on his/her scrimmage line when facing his/her opponent’s goal line with his/her head or foot breaking the plane of the imaginary line drawn through the waistline of the snapper and parallel to the scrimmage line. The snapper is a line player.
ART. 1…Backfield Line. To be legally in the backfield a Team A player’s head or foot must not break the plane of the line drawn through the waistline of the nearest Team A player, except the snapper, on the scrimmage line.
SECTION 23. SHIFT
ART. 1…A shift is the action of one or more offensive players who, after a huddle or after taking set positions, move to a new set position before the ensuing snap.
SECTION 24. TAGGING
ART. 1…Tagging is placing one hand anywhere between the shoulders and knees of an opponent with the ball. The tagger may leave his/her feet to make the tag. Pushing, striking, slapping, and holding are not permitted. If the player trips the runner in his/her attempt to make a diving tag, it is a foul.
SECTION 25. TEAM AND PLAYER DESIGNATIONS
ART. 1…Disqualified Player. A disqualified player is one who becomes ineligible for further participation in the game.
ART. 2…Line Player and Backfield Player. A line player is any person on his/her scrimmage line when the ball is snapped. A backfield player is any person who is legally behind that line when the ball is snapped.
ART. 3…Offensive and Defensive Team. The offensive team is the team in possession or the team to which the ball belongs. The defensive team is the opposing team.
ART. 4…Player. A player is any one of the participants in the game.
ART. 5…Runner. The runner is the player in possession of a live ball or simulating possession of a live ball. Once a player catches or intercepts a pass, he/she becomes a runner.
ART. 6…Snapper. The snapper is the player who snaps the ball. He/she is a line player.
ART. 7…Substitute. A substitute is a team member who may replace a player.
ART. 8…Team A and B. Team A is the team which snaps the ball. The opponent of Team A is Team B. A player of Team A is A-1 and teammates are A-2 and A-3. Other abbreviations are B-1 for a player of Team B, K-1 for a player of the kickers and R-1 for one of the receivers.
RULE 3. PERIODS, TIME FACTORS, SUBSTITUTIONS
SECTION 1. THE START OF EACH HALF
ART. 1…Coin Toss. Three minutes before the start of the game the Referee shall designate which captain shall call the fall of the coin, then toss a coin in the presence of the opposing captains. All officials shall be present for the coin toss.
The captain winning the toss shall have a choice of options for the first half or shall defer his/her option to the second half. The options for each half shall be:
a. To choose whether his/her team will start on offense or defense.
b. To choose the goal his/her team will defend. The captain, not having the first choice of options for a half, shall exercise the remaining option.
ART. 3…Forfeit Time. A team must have 3 players present at game time to avoid a forfeit.
ART. 4…Start Each Half. Unless moved by penalty, the ball should be snapped on the 10 yard line to start each half.
SECTION 2. GAME TIME
ART. 1…Playing Time and Intermissions. Playing time shall be 40 minutes divided into 2 halves of 20 minutes each. The intermission between halves shall be 3 minutes. In the tournament, there will be a 1 minute intermission between the end of the 2nd half and the start of the tiebreaker.
ART. 2…Unusual Situations.
a. A period or periods may be shortened in an emergency by mutual agreement of the supervisor, Referee, and the opposing captains.
b. By mutual agreement of the opposing captains and the Referee, any remaining periods may be shortened at any time or the game terminated.
c. Games interrupted because of events beyond the control of the UF IM Sports Staff in the regular season will not be made up. If such a game has reached halftime, the score is official. If not, it is treated as no contest. In the postseason, the game shall be made up from the point of interruption unless it is after halftime and the score is not tied.
ART. 3…Extension of Periods. A period must be extended by an untimed down (S1), if during the last timed down, one of the following occurs:
a. There was a foul, other than unsportsmanlike or non-player or fouls which specify loss of down, by either team and the penalty is accepted. In the latter case, any score by the team which fouled is cancelled.
b. There was a double foul.
c. There was an inadvertent whistle.
d. If a touchdown is scored, the Try is attempted unless the touchdown is scored during the last down of the second half and the point(s) would not affect the outcome of the game.
If a, b or c occurs during the untimed down (S1), the procedure is repeated.
NOTE 1: The period shall not be extended further when the defense fouls during a successful Try and the offended team accepts the results of the play with enforcement of the penalty from the succeeding spot.
NOTE 2: Apply the “extension of periods” Rule prior to enforcing the Mercy Rule (8-2).
ART. 4…Game Timer. Playing time will be kept by the Back Judge.
ART. 5…First 19 Minutes of the First Half, First 18 Minutes of the Second Half. The clock will start on the snap. It will run continuously for the first 19 minutes of the first half and first 18 minutes of the second half unless it is stopped for a:
a. Team time-out - starts on the snap.
b. Referee’s time-out - starts on the ready for play.
ART. 6…1 Minute/2 Minute Warning. Approximately one minute before the end of the first half and two minutes of the second half, the Referee shall stop the clock and inform both captains of the time remaining in that period. The clock starts on the snap. The Back Judge will announce to the captains the remaining time and status of the clock after every play during the final thirty seconds of each half.
ART. 7…Last 1 Minute/2 Minutes. During the final one minute of the first half and two minutes of the second half the clock will stop for a:
a. Incomplete legal or illegal forward pass - starts on the snap.
b. Out-of-bounds - starts on the snap.
c. Safety - starts on the snap.
d. Team time-out - starts on the snap.
e. First down - dependent on the previous play.
f. Touchdown - starts on the snap (after the Try).
g. Penalty and administration - dependant on the previous play
EXCEPTION: Delay of game - starts on the snap.
h. Referee’s time-out - starts at his/her discretion.
i. Touchback - starts on the snap.
j. Team A is awarded a new series - dependant on the previous play.
k. Team B is awarded a new series - starts on the snap.
m. Team attempting to conserve time illegally - starts on the ready.
n. Team attempting to consume time illegally - starts on the snap.
o. Inadvertent whistle - starts on the ready.
ART. 8…Correct Timing Errors. The Referee shall have authority to correct obvious timing errors if discovery is prior to the second live ball following the error unless the period has officially ended.
ART. 9…Ending a Period. Following a delay to ensure:
a. No foul has occurred.
b. No obvious timing error has occurred.
c. No request for a coach-referee conference has occurred.
d. No other irregularity has occurred.
The Referee shall hold the ball in one hand overhead to indicate the period has officially ended (S14).
SECTION 3. TIE GAME (POSTSEASON TOURNAMENT ONLY)
ART. 1…Mandatory Meeting. If a postseason tournament game ends with a tie score, the officials must bring all players and coaches of both teams to the center of the field. They will discuss the tie breaker procedures and answer all questions prior to the coin toss. After this meeting the captains will stay while the remaining players and coaches return to their respective team box.
ART. 2…Coin Toss. A coin will be flipped by the Referee to determine the options as in the start of the game. The team captain which did not call the toss at the beginning of the game shall call the overtime coin toss. There will only be one coin toss during overtime. If additional overtime periods are played, captains will 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 of the remaining options. ALL OVERTIME PERIODS ARE PLAYED TOWARD THE SAME GOAL LINE.
ART. 3…Tie Breaker. Each team will attempt to score by passing from the 3 yard line for 1 point, from the 10 yard line for 2 points or from the 20 yard line for 3 points. If the defense intercepts a pass or fumble and returns it for 3 points, the game is over and the defense wins.
ART. 4…Fouls and Penalties. They are administered similar to the regular game. Dead ball fouls following a successful Try and live ball fouls following a change of possession will be penalized from the succeeding spot.
SECTION 4. TIME-OUTS
ART. 1…How Charged. The Referee shall declare a time-out when he/she suspends play for any reason. Each time-out shall be charged either to the Referee or one of the teams.
ART. 2…Referee’s Time-Out. The Referee shall declare an official’s time-out when an excess time-out is allowed for an injured player. The Referee may declare an official’s time-out for any contingency not covered elsewhere by the Rules. If a time-out is for repair or replacement of player equipment which becomes illegal through play and is considered dangerous to other players, the Referee shall charge him/herself.
ART. 3…Charged Time-Outs. Each team is entitled to 1 charged time-out during the game and including the tiebreaker. If the ball is dead and a team has not exhausted its charged time-outs, the Referee shall allow a time-out and charge that team or complete a coach-referee conference.
ART. 4…Length of Time-Outs. A charged time-out requested by any player or head coach which is legally granted shall be one minute and can be shortened if both teams are ready. Other time-outs may be longer only if the Referee deems it necessary.
ART. 5…Coach-Referee Conference. When a team requests a time-out for misapplication or misinterpretation of a rule, the Referee will confer with the team captain or head coach. The request must be made prior to the time the ball becomes live following the play to be reviewed unless the half has officially ended. If the Referee changes his/her ruling, it is an official’s time-out. If the ruling is not changed, it is a charged time-out. If the team has used its available time-outs, a delay of game penalty will be assessed.
ART. 6…Notification. The Referee shall notify both teams 5 seconds before a charged time-out expires. The team then has 25 seconds to put the ball in play. When 2 time-outs have been charged to a team in a game, the Referee shall notify all players and officials.
NOTE: The Referee will communicate the number of team time-outs remaining for each team to both captains and all officials after each charged time-out is taken.
ART. 7…Authorized Conferences. There are two types of authorized conferences permitted during charged time-outs and following a score or Try.
a. One or more players and one or more coaches may meet directly in front of the team box within 5 yards of the sideline; or
b. One coach may enter the field at his/her team’s huddle on the inbounds hash mark to confer with his/her players.
ART. 8…Injured Player. An injured or apparently injured player who is discovered by an official while the ball is dead and the clock is stopped shall be replaced for at least one down unless the halftime or overtime intermission occurs. A player who is bleeding or has an open wound, or an excessive amount of blood on the uniform shall be considered an injured player.
ART. 9…Unconscious or Apparently Unconscious Player. A time-out occurs when an unconscious or apparently unconscious player is determined by the game officials. The player may not return to play in the game without written authorization from a physician.
SECTION 5. DELAYS
ART. 1…Delay of Game. The ball must be put in play promptly and legally and any action or inaction by either team which tends to prevent this is delay of game. This includes:
a. Failure to snap within 25 seconds after the ball is declared ready for play.
b. Putting the ball in play before it is declared ready for play.
c. Deliberately advancing the ball after it has been declared dead.
d. Coach-Referee Conference after all permissible charged time-outs for the coach’s team have been used, and during which the Referee is requested to reconsider the application of a rule and no change results.
PENALTY: Dead Ball Foul, Delay of Game, 3 yards from the succeeding spot (S7 and S21).
SECTION 6. CONSERVING OR CONSUMING TIME
ART. 1…Illegally Conserving or Consuming Time. The Referee may order the game clock started or stopped whenever, in his/her opinion, either team is trying to conserve or consume playing time by tactics obviously unfair.
SECTION 7. SUBSTITUTIONS
ART. 1…Eligible Substitutes. Between downs any number of eligible substitutes may replace players provided the substitution is completed by having the replaced players off the field before the ball becomes live. An incoming substitute must enter the field directly from his/her team area. A replaced player must leave the field at the sideline nearest his/her team area prior to the ball being snapped. An entering substitute shall be on his/her team’s side of the neutral zone when the ball is snapped.
PENALTY: Substitution Infraction, 3 yards (S22). If it is a dead ball or non-player foul, 3 yards from the succeeding spot (S7 and S22).
ART. 2…Legal Substitutions. During the same dead ball interval, no substitute shall become a player and then withdraw, and no player shall withdraw and then re-enter as a substitute unless a penalty is accepted, a dead ball foul occurs, there is a charged time-out, or a period ends.
PENALTY: Substitution Infraction, 3 yards from previous spot (S22).
RULE 4. BALL IN PLAY, DEAD BALL, OUT-OF-BOUNDS
SECTION 1. BALL IN PLAY - DEAD BALL
ART. 1…Dead Ball Becomes Live. A dead ball, after having been declared ready for play, becomes a live ball when it is snapped legally.
ART. 2…Ball Declared Dead. A live ball becomes dead and an official shall sounds the whistle or declare it dead:
a. When it goes out-of-bounds.
b. When any part of the runner other than a hand(s) or foot (feet) touches the ground.
c. When a touchdown, touchback, safety, or successful Try is made.
f. When a forward pass strikes the ground or is caught simultaneously by opposing players.
g. When a backward pass or fumble strikes the ground or is caught simultaneously by opposing players. A ball snapped, which hits the ground before or after getting to the intended receiver, is dead at the spot where it hit the ground.
NOTE: If in doubt, a snap close to the ground is live.
h. When a forward pass is legally completed, or a loose ball is caught by a player on, above, or behind the opponent’s goal line.
i. When a runner has a flag belt removed legally by an opponent. A flag belt is removed when the clip is detached from the belt.
j. When a runner is legally tagged with one hand between the shoulders and knees, including the hand or arm, by an opponent on the flag belt is no longer attached.
l. When a passer is deflagged/tagged prior to releasing the ball.
NOTE: If in doubt as to the release or not, the ball is released.
n. When an official sounds his/her whistle inadvertently during a down in which the penalty for a foul is declined, when:
1. The ball is in player possession - the team in possession may elect to put the ball in play where declared dead or replay the down.
2. The ball is loose from a fumble, backward pass, illegal kick, or illegal forward pass - the team in possession may elect to put the ball in play where possession was lost or replay the down.
3. During a legal forward pass - the ball is returned to the previous spot and the down replayed.
If a foul occurs during any of the above downs, an accepted penalty shall be administered as in any other play situation. When the foul is accepted, disregard the inadvertent whistle.
NOTE: There is no time added to the game clock during a down with an inadvertent whistle.
SECTION 2. OUT-OF-BOUNDS
ART. 1