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Columbia Youth Football League

Columbia Youth Football League

5th & 6th Grade Tackle Football Rules

2024 CMYAC 5th & 6th  Grade Tackle Division Rules

1. General Rules:

A) Rosters:
 A maximum number of 36 players and a minimum of 15 players per team are suggested at final certification.  All players must be on final roster as of August 15, 20xx. Players must a minimum of 9 years old (as of July 31st). All players must be entering 6th grade or under. Any player turning 13 years old prior to August 1, 20xx of the current season is ineligible.

B) Official Team Rosters:
 All organizations shall be given rosters of teams on its schedule. Players Names, Height, Weight and Jersey number shall be listed on rosters. Dates for Height and Weight Certification shall be determined in July.

C) Lines to Gain & Field Set-Up: All tackle fields shall be divided into 5 or 10 yard zones and conforms to MSHSAA rules. The Line of Scrimmage (LOS) extends from sideline to sideline. All tackle fields shall be marked with extended yard lines to mark Coach's Boxes as follows: Coach's Box extend from mid-field to the 20 yard lines. No persons other than League Officials, Referees, Coaches; Players are allowed in the box. Team may be penalized for unsportsmanlike conduct and a 15 yard penalty shall be assessed if other persons are in the box.

D) Ball Sizes:
 The home team shall supply the game ball. The visiting team may use their ball if preferred.

·         5TH/6TH Grade:  Junior Size football

 

E) Jersey numbers shall not be restricted a certain position as in high school rules.

F) Fighting:
 Any player ejected for fighting shall be subjected to an incident review by the CMYAC Board. Any player involved in a fight may be suspended for a period of not less than one game or up to the remainder of the season and/or permanently from CMYAC..

G) Playing Up
: A younger player can be moved up to the next grade with Registration Committee approval only. Once the player is moved, player must remain in that Division throughout the season.

H) Injuries, Accidents & Safety Equipment:
 Certified Athletic Trainers are on-site for all CMYAC games played in Columbia to assess and treat sports injuries. "911" shall be called for immediate medical assistance for any potentially serious or life-threatening injuries.

 

1.       Return to Play: The Athletic Trainer has the sole authority to determine a player's eligibility to return to play after an injury sustained during a game.

 

2.       Concussions: In the event a player appears to have suffered a potential concussion, the Athletic Trainer has the sole authority to allow or disallow a player to return to play. Any Coach who returns a player with a suspected concussion to play without consent of the Athletic Trainer or other Medical expert shall be immediately ejected from the game and be suspended from coaching indefinitely. When In Doubt, Sit Them Out!

 

3.        Safety Equipment: All players shall wear NFHS approved equipment. Jerseys and/or pants shall cover all player equipment. Players shall only use mouth guards which are tethered to their helmet to ensure proper use and/or prevent accidental dental injury.


2. Games & Play Rules: 

 

A) Minimum Play Rule (MPR):  If you have a roster of 25 or less, each player will be required to  play a minimum of SIX (6) plays per half.  If you have a roster of 26 or more, each player will be required to play a minimum of FOUR (4) plays per half.  Coaching staffs shall ensure each player meets the MPR.  

B) Official Rules: CMYAC shall play using MSHSAA rules with the additions/exceptions hereby termed "Modified Rules".


C) Game Clock:
 All games shall be played with a running clock and shall consist of four (4) fifteen (15) minute quarters. The Game Clock shall only stop for the following: 1) a timeout; 2) after an extra point attempt; 3) a delay of game penalty or 4) injuries until the final two minutes of each half. The last two minutes of each half shall be played in accordance with MSHSSA rules.

D) Mercy Rule:
 If at any point in the game, one team has a 28 point advantage, a continuous running clock shall be in effect until the differential is less than 28 points. The clock shall only stop for timeouts and injuries. This includes the last two minutes of each half.

 

1.        Times outs: The leading team may not use time outs during final 2 minutes of each half when the Mercy Rule is in effect.

 

2.       Kick-Offs under Mercy Rule: In lieu of a kick off after the leading team scores, the ball shall be placed at the trailing team's 40 yard line. If the trailing team scores, the kick-off is a live kick return.

 

E) Play clock: The ball must be put into play within 40 seconds after the ready-to-play whistle. Offensive team shall be penalized five yards for delay of game if it fails to put the ball in play by either snap or free kick before the play clock expires. The Game Clock shall stop for the delay of game penalty and resume running when the ball is put into play on the next play.

F) Half time:
 Shall consist of a EIGHT (8) minute period plus two (2) minutes for warm ups.  Total of 10 minutes for halftime

G) Regular Season Overtime Period:
 The ball shall be placed at the 20 yard line and each team shall get one set of downs to score.  If the score remains tied after this set of downs then the game shall stand as a tie.

H) Post Season Overtime Periods:
 The ball shall be placed at the 20 yard line and each team shall get one set of downs to score. If the score remains tied after this set of downs then the process shall be repeated until the score is no longer tied.

I) Chains:
 The "home" team is responsible for working the chains. The chains must stay on the home team side of the field.

 

 

 

 

 

 


3. Modified Rules

 

·         5th/6th  Grade: MSHSAA rules shall be used, with the following exceptions:

 

1.          Kick-off: All kick-offs are live returns.

 

2.          Extra Point Kicking:

Place kicking shall be allowed as a "dead" ball play. Defense must take a knee.  A deep snap is required.  Ball holder must be on a knee, receive and place the ball for kick.  If ball touches ground during the snap, holder may retrieve the ball and resume ball placement.  The Kicker then has 8 seconds to kick the ball.   If the kicker doesn’t kick within 8 seconds, the attempt is failed.

 

3.          Points after Touchdown

·         extra point for run or pass conversion;

·         extra points for kicking the ball the through uprights.

 

4.          Punting: All punts shall be dead ball play. Defense must take a knee. A deep snap is required. Ball shall be placed where receiving team catches or secures the ball.

 

5.          Safety: After a safety is scored, the ball is put into play by a free kickNote: a free kick is a live return.

·         The offense may kick-off or punt from their 20 yard line.

·         Players shall align for regular kick-off and play a live return even if the ball is punted (free kick).

 

6.          Defense

1.   Defense will NOT line up over center at any time.   Defense Tackles must line up in front of the Offensive Guards. 

2.   Blitzing is allowed.   There are no restrictions on whether you can disguise a blitz or show a blitz. 

 

7.  “5th Quarter” Rule

                At the end of game, if there is a need for a team to get some play time for certain players, an untimed, unscored series of Offensive and Defensive Plays will be played.  Each team will get 10-15 plays of offense and defense.  Number of plays will be determined by the coaches. 

 

 

4.  Penalties:

Targeting 
1st Offense from a player - 15 yard penalty and a warning.

2nd offense from same player - 15 yard penalty and ejection from the game.

3rd offense from same player - 15 yard penalty and 2 game suspension.


Horse-Collar
15 yard penalty

Chop Block
15 Yard Penalty

BlindSide Block
15 yard Penalty

Aggressive Tackling Around the Head/Neck

15 yard Penalty

 


Targeting -  means that a player takes aim at an opponent for purposes of attacking with forcible contact that goes beyond making a legal tackle or a legal block or playing the ball. Some indicators of targeting include but are not limited to:

Launch — a player leaving his feet to attack an opponent by an upward and forward thrust of the body to make forcible contact in the head or neck area

A crouch followed by an upward and forward thrust to attack with forcible contact at the head or neck area, even though one or both feet are still on the ground

Leading with helmet, shoulder, forearm, fist, hand or elbow to attack with forcible contact at the head or neck area

Lowering the head before attacking by initiating forcible contact with the crown of the helmet.

Horse-Collar - All players are prohibited from grabbing the inside back collar of the shoulder pads or jersey, or the inside collar of the side of the shoulder pads or jersey, and immediately pulling the ball carrier down.

 

Chop Block - A Chop Block is a block by the offense in which one offensive player (designated as A1 for purposes of this rule) blocks a defensive player in the area of the thigh or lower while another offensive player (A2) engages that same defensive player above the waist.

Blind Side Block - A blindside block is defined as a player initiating a block when his path is toward or parallel to his own end line, and he makes forcible contact to his opponent with his helmet, forearm, or shoulder.

 

Aggressive Tackling around the Head/Neck – Any player purposely attacking the head or neck area of a ball carrier in order to bring them down to the ground.  For example, wrapping up around the head and turning/twisting the head to bring them down in an unsafe manner.

 

Contact

Columbia Youth Football League
PO Box 7052 
Columbia, Missouri 65202

Email: [email protected]

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