Chieftain Review
- invented in 1963 by Bill Silva.
- the game of chieftain has also been called Crazy Horse.
- the game was created as a fun way to keep coach Silva's football
players conditioned in the off season.
- the Cycle of Play is the following:
- during a Kick-off, all members of the kicking team need to be onside (behind
the ball).
- Kick-offs are always performed as a punt.
- the receiving team is trying to protect their end zone from the ball
landing inside it.
- the receiving team needs to collect (catch) the ball from the kicking
team and Return the ball to the oppossing teams' end zone.
- if a ball touches a team member on the receiving team during the
Kick-off, then goes to the ground, the ball is still live (fumble).
any player (offensive or defensive) may pick the ball up.
- if a ball is kicked out of the end zone, the team receiving the kick-off
brings the ball to the back of the end zone and they begin their Return
(run the ball in or pass the ball in). the kicking team needs to wait
at their line of scrimmage (from where they kicked the ball)
until the receiving team has started their Return.
- if a ball is kicked off and touches a team member on the receiving
then goes out of bounds (sideline or back of end zone), the Return
is over. the ball is place on the ground one step in from where it
went out of bounds and the offensive team would proceed with their
One Play.
- if a ball is kicked out of bounds (sidelines) without anyone touching
the ball, the team receiving the kick-off gets an INBOUNDS
PLAY from where it went out of bounds.
- the Inbounds Play would take the place of a Return.
- to perform an Inbounds Play, an offensive player stands outside of
the playing field (where the ball went out) and throws the ball to
one of their teammates.
- during an Inbounds Play, offensive players can move wherever they
want in order to receive the inbounds pass.
- during the Return or One Play, if you have position of the ball,
you may throw the ball in any direction to a teammate or run with the
ball
- during the Return or One Play, defensive players are guarding (marking)
offensive players trying to pull the flag (or tag) the player with
the ball.
- if a player in possession of the ball has their flag pulled (or tagged),
the play is over (dead). the ball would be placed on the ground exactly
where the ball carriers flag was pulled (tagged) and the next cycle
of play would follow.
- example
- if a player is flagged (tagged) during their Return,
then the offense would proceed to their One Play.
- if a player is flagged (tagged) during their One Play,
then the offense would proceed to their Kick-off.
- RMEMBER - the ball is placed exactly where a ball carrier was
flagged (tagged), NOT in the center of the field like football.
- during a teams' One Play, all offensive team members need to be onside (behind
the ball) before the ball is hiked (flicked) by a Center (the Center
is the player who starts the One Play).
- the Center is the only offensive player who does not need to be onside.
- the Center has their back to the direction their team is attacking.
the Center is facing their teammates.
- the Center starts with the ball on the ground and hikes (flicks)
the ball to one of their teammates.
- if the hike hits the ground (directly to the ground or hits a player
then the ground) the ball is considered live (fumble). offensive
or defensive players can pick it up.
- if a defensive player picks up a live ball (fumble), that is considered
the Return portion of the Cycle of Play.
- once the ball is hiked (flicked) the offensive players may move forward
pass the line of scrimmage.
- once the ball is hiked (flicked), the defensive players may move
forward pass the line of scrimmage in order to flag the ball carrier
or mark an offensive player.
- if a pass or toss is incomplete (no catch), the ball goes on the
ground exactly where the incomplete pass or toss was thrown from. the
next cycle of play proceeds.
- if a ball carrier runs out of bounds, the ball is placed on the ground
one step in from the sideline where the ball carrier ran out.
- if a defensive player intercepts (catches a pass from an offensive
player) a pass or toss, that would be considered the Return portion
of the Cycle of Play.
- there are three ways to score points in chieftain.
- kick a ball (punt) that lands in the end zone = 1 point.
- run the ball into the end zone = 6 points.
- catch a ball inside the end zone = 6 points.
- the ball can touch the ground and still be live during the following
scenarios:
- during a Kick-off, a member of the receiving team touches the
ball and it remains inside the playing field.
- during the One Play, when the ball is hiked (flicked) back
to a team member.
- interceptions or fumble recover by the defense is considered the
Return portion of the Cycle of Play.
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