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Author TOPIC: CFFL OFFICIAL RULE BOOK
CFFL

May 15, 2016
9:37:53 AM

Entry #: 4197701
9vs9 Rule Book

“Pro Division”
Table Of Contents
Game Cancellations
Forfeits
Player Eligibility
Player (Participant) Ejection
Unsportsmanlike Conduct
Player (Participant) Ejection
Prohibited Acts
Prohibited Acts (contd.)
Playing Field
Protest
Officials
Equipment
(Uniform Policy)
Roster Limits
Regulation Time of Play
Timeouts

Table Of Contents (contd.)
Extended Playing Time
Fair Catch
First Downs
Flag(s) Falls off Inadvertently
Flag Guarding
Flag Tampering
Inadvertent Whistle
Kick Offs
Kick Offs (Contd.)
Last Player Rule
Legal Kicks (Scrimmage Kicks)
Legal Kicks (Scrimmage Kicks) contd.
Legal Kicks (Scrimmage Kicks) contd.
Line of Scrimmage
Offensive Line
Pass Interference
Play Clock

GAME CANCELLATIONS

Canceled games shall be rescheduled at the discretion of the CFFL
The CFFL Staff or Referee (White Hat) will decide whether or not the weather and/or field conditions will allow for safe participation for both teams.

FORFEITS

Rule 1. Forfeiting any game will eliminate the violating team from the remainder of said event without refund.
a.) Teams may return to the league after paying forfeit fees to the CFFL. Teams must pay fees prior to the start of their next game

Rule 2. A team will suffer a forfeit for any of the following:
a.) Teams must start and maintain the game with at least 7 players.
b.) Quitting in defiance of the referee’s decision(s).
c.) Fielding a player who is ineligible during any game.
d.) Refusal to follow instructions mandated by the CFFL staff.
e.) Player (participant) refusal to leave the field and sideline after an ejection.
f.) Failure to comply with the guidelines listed in the rulebook and discussed verbally or through written communication prior the event or polices/rules decided on during the event in order to maintain a positive image for CFFL events.

PLAYER ELIGIBLITY

Rule 1. All player(s)/participant(s) must be on current CFFL rosters and in good standing with the CFFL. The status of a player/participant will be governed by the CFFLS policy and procedures as well as the items noted in the 9-Man Ineligible rulebook.

Rule 2. All player(s)/participant(s) must complete a waiver, sign the team roster and/or complete a request for special participation for a specific event.

Rule 3. All player(s)/participant(s) must be 18 years of age no later than the first day of the event for which they are participating or submit a special participation request to the CFFL staff or Tournament Director which will require authorization for participation from a parent or guardian.

PLAYERR (Participant) EJECTION

Rule 1. All ejections are governed by the CFFL Staff and administered by the game day officials.

Rule 2. The officials at their discretion within the rules may eject a player (participant) or levy a penalty of game time participation. For Example: an official may penalize a player (participant) by requiring the player (participant) to leave the playing field for a play, series, or half without administering an ejection. This option is at the discretion of the official and may be accompanied with a penalty.

Rule 3. A player (participant) will be ejected from the game and must leave the side line for the following infractions:
a.) Fighting regardless of who initiated the confrontation.
b.) Excessive profanity on the field or sidelines (may or may not receive an official’s warning).
c.) Flag tampering.
d.) 2 personal fouls in a game
f.) Conduct unbecoming towards an CFFL Staff, game official, or bystander.
g.) Team will be fined by CFFL and cannot return to the league until fine is paid for the players tranSgressions.

UNSPORTSMANLIKE CONDUCT

Rule 1. UNFAIR ACTS: No participant is allowed to use unfair acts that interfere, taunt, or diminish the integrity of the game in which case the safety for the participants is threatened and the reputation of the CFFL are damaged.
a.) If a team refuses to play within two(2) minutes after being ordered to play by the referee, or if the game is delayed by an obviously unfair or unsportsmanlike act not specifically covered by the rules, the Referee (White Hat) may enforce any penalty he considers equitable, including the awarding of a score.
b.) If a team refuses to play or repeat unfair acts the Referee (White Hat) after one(1) warning may forfeit or postpone the game until fair play may resume.

Rule 2. UNSPORTSMANLIKE ACTS: There shall be no unsportsmanlike act that interferes with an orderly game administration on the part of players, substitutes, coaches, authorized attendants or any other persons subject to the rules, before the game,during the game or between games.
All unsportsmanlike conducts are subject to fines by the CFFL.

PLAYER (Participant) EJECTION

Rule 1. All ejections are governed by the CFFL Staff and administered by the game day officials.

Rule 2. The officials at their discretion within the rules may eject a player (participant) or levy a penalty of game time participation. For Example: an official may penalize a player (participant) by requiring the player (participant) to leave the playing field for a play, series, or half without administering an ejection. This option is at the discretion of the official and may be accompanied with a penalty.

Rule 3. A player (participant) will be ejected from the game and must leave the side line for the following infractions:
a.) Fighting regardless of who initiated the confrontation.
b.) Excessive profanity on the field or sidelines (may or may not receive an official’s warning).
c.) Flag tampering.
d.) 2 personal fouls in a game
f.) Conduct unbecoming towards an CFFL Staff, game official, or bystander.
g.) Team will be fined by CFFL and cannot return to the league until fine is paid for the players transgressions.

PROHIBITED ACTS

Rule 1. Fighting is strictly prohibited at all CFFL events.
a.) Any player (participant) involved in a fight will be ejected from the game and the next game and is also subject to all to all team fines and suspenssions at the CFFL's discretion.
b.) Any player (participant) throwing a punch regardless if the punch makes contact or not will be ejected from the game. A punch is defined as any action with the intent to strike an individual by hand or with any object that may cause physical harm. The manner and velocity of the said action will not be considered and all punching, pushing, ball throwing, kicking, slapping, poking , and intentional actions making contact to the restricted area of any player are considered punches.
c.) Any player leaving the sideline to enter the field during any altercation on the field will be ejected from the game.Discretion of these ejections is under the jurisdiction of the game day officials and/or CFFL staff which may also be accompanied with a “ team” fine up to $250.00 dollars.

Rule 2. A player ejected for fighting will be ejected from the game, the next game and possibly the entire Season or Event
a.) If a player is found to be the initiator of the fight or continues to act in a threatening manner after intervention by the CFFL staff, or game day officials that player will be ejected for the entire season/event. Team is still subject to all fines.
b.) If a player is found to be defending himself in a fight after a brief investigation by the CFFL staff or game day officials that player’s ejection/suspension/fine will be reduced and the said player will be eligible for participation for
the remainder of the event barring any other specific rule violations.
c.) A player ejected for fighting will be fined a mandatory “team” fine of up to $250.00 dollars for a fight regardless who initiated the confrontation and regardless if the fight/altercation is within that players own team.
Bench clearing altercations involving entire teams throwing punches in which case all the individuals involved in physically attacking another player cannot not be sorted out will receive a mandatory $250.00 dollar “team” fine per team in addition to any other suspensions imposed during the original altercation. Bench clearins is also an automatic team fine and the amount is at the CFFL's discretion

Rule 3. Any “team” fine imposed as must be paid in online prior to participating in any game following the reported incident. Failure to pay the fine prior to the start of the violating team’s next game may result in a forfeit of that game and any game afterwards until the fine is paid. Special provision may be given per the CFFL staff in lieu of the fine(s) pending a written or verbal request.

Rule 4. Teams are not allowed to leave any trash on their sidelines. All teams are responsible for the items left on their sideline.

Rule 5. The CFFL staff, game official or designee may impose a “team” fine not to exceed $100.00 dollars for a team leaving their sideline or team area unclean by way of trash and other team items that are to be discarded.

Rule 6. Any “team” fine imposed as a result of violating SECTION I Article F Rule 4 and 5 must be paid online prior to participating in any game following the reported incident. Failure to pay the fine prior to the start of the violating team’s next game may result in a forfeit of that game and any game afterwards until the fine is PAID.

PLAYING FIELD

Rule 1. The game shall be played by and between two teams on a regulation size football field with the dimensions of 120 yards X 53 yards.
Rule 2. The field will be marked in twenty (20) yard intervals with end zones ten (10) yards deep.
Rule 3. The field will be lined off clearly designating the Goal lines, End lines and Sidelines.
Rule 4. The officials’ jurisdiction for the playing field is the entire length and width of the football field with an additional 10 yards completely around the football field.
Rule 5. Sideline players will remain between each twenty (20) yard line marker while fans will be required to remain at least 10 yards away from each sideline and end line or be considered part of that team’s sideline.
Portable field goal post may NOT be used for fields without field goal post.
Rule 7. Soccer goals may be used if present for fields without field goal post.
a.) The soccer goal may be modified with extensions and must meet the inspection and approval of the Head official or CFFL Staff

PROTEST

Protests cannot be made against an official's judgment call. Interpretation of the rule(s) and the application of the rule(s) may be protested regarding the game. All matters pertaining to player eligibility may be protested before or after a contest.

Rule 1. Protests must be made following a disputed play and before the snap of the next play.

Rule 2. If the protest is not made following the disputed play and before the snap of the next play then the protest option for the playing question is null and void.

Rule 3. Rule interpretations and applications will be handled on the field to avoid unnecessary delays and it is the Head Official (white hat or supervising official) who has the final decision.

Rule 4. The protesting team must following the protest guidelines or forfeit their right to protest.
a.) The protesting team will call a time-out after the play in question or before the start of the next play. Team must pick up the ball to challenge the play. If a time out is called at any other time, it is charged as a time out and the "incident" will not be discussed.
b.) All officials on the field will talk with the “protestor". The "protestor" is required to state their "protest" clearly and concisely, stating which rule they believe to be interpreted or applied incorrectly.
c.) The "protestor" has approximately five minutes to state their "protest" regarding the rule in question.
d.) The officials will then confer at their discretion to determine whether the rule was interpreted properly.
e.) If the officials determine that the "protestor" was correct in their interpretation of the rule then the team will not be charged the time-out and the play will resume according to the correct interpretation.
f.) If the officials determine that they interpreted or applied the rules correctly the "protestor" will be charged the time-out,lose 30 yards or and or lose the down in question or granted a 1st down depending on if on offense or defense

OFFICIALS

Rule 1. The officials shall govern all players, coaches, trainers, and other persons in the team area. Only authorized persons shall be allowed on the sidelines and field of play.

Rule 2. The referee (White Hat) has full jurisdiction 1 hour prior to the start of the 1st game.

Rule 3. The referee (White Hat) has full jurisdiction 1 hour after the conclusion of the last game.

Rule 4. The Head Referee (Officials Supervisor) or Referee (White hat) for the tournament / game has the authority to rule promptly on any game situation not specifically covered in the rules. All matters will be thoroughly explained to both teams and these decisions are final in all matters pertaining to the game excluding a protest. The rule interpretation will follow the guidelines of the NFL Rule book if it is not clearly noted in the CFFL rule book. If The NFL Rule book does not offer a clear explanation/interpretation of the rule for the situation in question or the NFL rulebook is not available for review in a timely manner then the Referee (White Hat), or CFFL staff may render a final decision under the guidelines of fair play and sportsmanship.

Rule 5. At any given time, the game will be officiated by no less than two (2) officials and no more than four (4) officials at all levels. The Referee will be recognized as the Head Official (White Hat). Ref fees will still be the same amount with 2,3 or 4 referees.

Rule 6. The Referee (White Hat) will designate the official timekeeper for each game and will notify each team of the designee.

Rule 7. The Referee manages ALL games and reserves the right to discipline, forfeit, delay, and postpone at his discretion to preserve the integrity of the games played during CFFL events.
Equipment

Rule 1. Each eligible offensive player and any player wishing to posses and advance the ball must wear a standard sonic” flag belt with two (2) sonic flags (14in min) inserted properly not altered in any way with the flag belt properly tightened to prevent the belt from turning or swiveling and belt and both flags clearly visible. Non “sonic” flags (mushroom flags) and flag belts are not permissible.

Rule 2. The Inserts for the sonic flags must be worn properly on the belt with the inserts pointing out away from the player’s body.

Rule 3. A team‘s official game ball must be at least High School regulation and shall not exceed NFL regulation. The preferred type is leather but rubber is permissible. If the game ball is not clearly labeled with the official size by the manufacture the Referee (White Hat) will determine if the game ball in question is permissible.

Rule 4. The use of headgear (excluding head bands, athletic caps and baseball caps worn backwards), shoulder pads, forearm pads, casts, boxing gloves, uncovered knee and elbow braces, thigh pads, jewelry and any other unyielding equipment are not permissible.

Rule 5. Illegal equipment specified and not specified may be measured and/or inspected by CFFL Staff or Officials for the said equipment to be permissible.

Rule 6. Shoes can be screw- ins but must be male type where the steel stem is attached to the detachable cleat. Shoe can also be molded rubber. Baseball cleats of any sort are not permissible.

Rule 7. Player wearing non-preferred shoes will be removed from said game and will not be allowed to participate until problem is rectified
.
Rule 8. Kicking equipment (Block) for extra points and field goals shall not exceed 2 inches in total height.

Rule 9. Kicking equipment (Tee) for kick-offs and free kicks shall not exceed 3 inches in total height.

TEAM UNIFORMS (Uniform Policy)

Rule 1. Teams are required to have a uniformed look, meaning same basic color jerseys/tops with numbers on the front and/or back and the same basic color pants/shorts/bottoms. If a player does not meet these requirements they are unable to participate on the playing field until they are able to meet the requirements of the uniform policy. The referee may enforce a
penalty or penalties within the guidelines listed (Delay of game)

Rule 2. Pants/shorts/bottoms must contrast the color of the flag.

Rule 3. In the event two (2) competing teams have the same basic color jersey teams will flip a coin for the choice of which jersey they would like to wear. The referee for that game or CFFL Staff has full discretion on implementing the rule within the guidelines of sportsmanship and fair play. Winning team of the coin flip has the option to defer jersey choice to opposing team but opposing team will be penalized 15 yards at the start of each half.

a.) Home team will be decided by a coin toss.
b.) The referee at his discretion may require a uniform to be adjusted in order to uphold the uniform policy and the safety guidelines.
c.) If a team player does not maintain a uniformed look they may be removed from the game or receive a failure to comply penalty for each incident until they are not able to comply with the rules listed
d.) A player may request special participation from the referee or CFFL director due to a damaged or tainted uniform provided the player(s) put forth a reasonable effort to comply with the uniform policy prior to, during, and/or after a previous game.

ROSTER LIMITS

Rule 1. Team Roster limits for is (25) Players for 9 Man Ineligible (A-Pro).

Rule 2. At the discretion of the CFFL DIRECTOR, roster limits can be expanded by up to 7 players for a fee of thirty ($60.00) dollars per additional player. Rosters Lock Week 1 and close Week 5 or Mid Season. Players made trade teams player for player for free, or release themselves for $60. Half will be paid to the team losing its player. There are no roster transactions after Week 5 or midseason.

REGULATION TIME OF PLAY

The official playing time for the game is always on the field maintained by the designated official for that game. The designated official if not the Referee should be indicated at the coin toss. If game clocks or scoreboards are available then a designated time keeper pre approved by the CFFL staff or Referee (White Hat) will operate the game clocks or scoreboard.

Rule 1. Game times are 70 minutes and consists of two 35 minute halfs (9man pro)... All other divisons are 22 minute games consisting of two, 22 minute halfs.

Rule 2. The1st half is a “running clock” stopping only for officials timeouts. Teams timeouts will stop the clock if called at any time under the 5 minute mark.

a.) The first half clock does not stop for anything under 2 minutes unless a timeout is called. Incomplete passes and/or running out of bounds and all things of that nature that normally would stop the clock, does not stop the clock in the last 2 minutes of the 1st half

i. During penalties the game clock may stop and then start at the snap of the ball if the referee determines that a team is gaining an advantage by committing penalties during the game. This rule may apply during the regular (running clock) playing time and prior to the “regulation time “of the last 2 minutes of the 1st half.

b.The modified regulation clock in the 1st half will operate per the officials judgment under the advantage / disadvantage guidelines of a normal game have regulated time per the official’s discretion.

c.) Defensive penalties during the regulation clock do not require the game clock to start on the snap. The officials will administer all advantage/disadvantage principles regarding the management of the game clock during regulated play.

Rule 3. The 2nd half is a “running clock” stopping only for official and team timeouts until the last 2 minutes of the game which will begin the “regulation clock”. Team Timeouts will stop the clock if called under the 5 minute mark

a.) The game clock will stop on “out of bounds” plays, timeouts, injuries, fair catches, penalties, 1st downs, and incomplete passes under two (2) minutes in the second half.
b.) During penalties the play clock will start back on the Referee’s ready for play whistle depending on the previous play or infraction.
c.) During penalties the play clock may start at the snap of the ball if the referee determines that a team is gaining an advantage by committing penalties during the game. This rule may apply during the regular (running clock) playing time and prior to the “regulation time “of the last 2 minutes of the 2nd half.

Rule 4. Two Minute Warning: The Referee will announce to both teams the game has reached the two (2) minute warning during each half.
a.) During the 1st half the clock will NOT stop at the announcement of the 2 minute warning. The Referee will give an announcement of the 2 minute warning.
b.) During the 2nd half the clock will stop at the announcement of the 2 minute warning. The Referee will give a short
briefing of the game situation and the “regulation clock” will start back at the snap of the ball.
Rule 5. In order to accommodate daylight restrictions or time restrictions required by the facilities being used, CFFL director or Head Referee can reduce the time of a half or both halves to as low as 20 minutes (CFFLS Discretion) followed by a modification for a regulation clock during the 1st half only. If the time of playis changed and/or modified both teams will be notified at the start of the game during the coin toss.

Rule 6. Half times will not exceed 5 minutes and cannot be less than 1 minute.
Timeouts

Rule 1. Each team is awarded three (3) timeouts per half.

Rule 2. Timeouts will only be recognized by the players on the field and granted if recognized by any game Official.

Rule 3. At least one (1) timeout must be utilized prior to the two minute (2) mark at the end of the 2ND HALF. Failure to utilize a timeout prior to the two minute (2) mark will cause the team to forfeit one (1) of their remaining timeouts for the 2nd half only. A team can only keep all 3 timeouts in the 1st half only

Rule 4. A timeout shall not exceed 30 seconds.

Rule 5. Consecutive timeouts by any team is permissible provided the team have the timeouts available.

Rule 6. Calling timeouts when all are exhausted is considered a delay of game and will draw a 5 yard penalty or possible a 15 yard penalty for excessive delay of game.

Rule 7. Equipment and injury timeouts are at the Officials’ discretion, play will resume on the ready whistle depending on the previous play prior to the Official’s timeout.

GAME START TIME

Rule 1. The game will start no later than eight minutes after the designated time set in the official schedule (The first game of the day receives a 15 minute maximum delay only), after which it will be the Referee‘s discretion to forfeit the game.

STARTING THE GAME

Rule 1. The clock will start no later than 1 minute after the coin toss regardless if the teams have initiated play.

Rule 2. There will be 1 kickoff at the start of each half. The ball shall be placed on the (30) yard line on regulation size fields at the start of each possession.

Rule 3. After halftime the clock will start on the Referee’s ready whistle after a 1 minute kick-off warning.

OVERTIME PLAY

Rule 1. In the event a game is tied at the end of regulation play, the start of each possession in overtime will be the 20 yard line” going in” with 4 downs to score and each team having a chance to score per overtime period.

Rule 2. One timeout will be awarded to each team per overtime period. Timeouts will not carry over from regulation play.

Rule 3. There will be an intermission period of no more than one (1) minute.

Rule 6. The Defensive team CAN score during overtime which ends the game.


Rule 7. A coin toss will determine the 1st possession of the overtime period(s) with the team winning the coin toss having the choice to play offense or defense first. The team losing the coin toss for overtime will have the choice of which end of the field the entire overtime period(s) will be played. In the event of a 2nd overtime, the losing team of the initial coin toss will automatically play defense or offense depending on the original decision by the team winning the initial coin toss to start the overtime period. This process will continue to alternate if overtime play continues until a winner is decided by the overtime guidelines listed in

a.) Each team will have a set of down(s)(4) for each overtime period barring any penalties or score.
b.) Each team will receive 1 timeout per overtime period for the 1st and 2nd overtime periods only.
c.) All penalties will be enforced the exact same way they are during the game prior to the overtime period(s)
d.) A team has the choice to attempt an extra point conversion for 1 or 2 points after a score during the 1st overtime period.
e.) A team only has the choice to attempt a 2 point conversion during the 2nd overtime period.
f.) If the score is still tied after the 2nd overtime is completed the game will enter into a 3rd overtime period in which each team will alternate extra point conversion attempts until a winner is decided. These attempts by both teams will be called “series”. The alternating possession will continue from the previous over time periods and carry over to the series in the 3rd overtime period with alternating “series” until a winner is determined.

i. The series will start with each team getting a chance at an extra point conversion attempt. It may be either for 1 or 2 points depending on that team’s choice.
ii. The game will continue with consecutive series in the 3rd overtime period with each team having an attempt per series until a winner is determined.
iii. During the 3rd overtime the series will alternate possessions in the same manner as full overtime periods.
Possession

Rule 1. A team with possession of the ball will have four (4) consecutive downs to advance it’s possession to the next zone earning a new set of downs. This will continue until the possessing team scores or fails to advance the ball to the next zone for four more downs.

Rule 2. On any down except for 4th down a team can utilize a scrimmage kick (punt) to surrender possession without declaring to the Referee, except on fourth down which the team in possession must declare.
a.) The defense will have no rushing restrictions on non-declared punts / legal kicks.
b.) The offense will have no alignment restrictions regarding the center and guards on non- declared punts / free kicks.
c.) The offense will not have any release restrictions regarding players leaving before the punt on non-declared punts /legal kicks.

Rule 3. On 4th down, a team must declare its option to punt or play to the Referee (White Hat), which will then be declared as official decision unless a timeout is utilized by the possessing team to change the declaration. Once the offense has declared they are punting all punting guidelines will be enforced for that play.

ADVANCEMENT

Rule 1. The ball carrier cannot dive to advance the ball in order to gain an advantage. The Interpretation of this rule will be at the sole discretion of the officials.

Rule 2. The ball may be extended for extra gain to cross a plane for advancement or score it will take precedence over the ball carrier’s body. The spot of the ball is at the discretion of the officials.
Scoring

Rule 1. Touchdowns (6): By run or pass, a team can score a maximum of six (6) points for each score at any given time of the game.


Rule 2. Extra points (1 or 2): Are determined by yardage. If goal posts or substitutes are available at the field location, extra
point kicks can only score 1 point regardless of where the ball is placed for the extra point.
a.) An offensive team captain will declare one (1) point or two (2) points to the official and cannot be altered without calling an offensive timeout.
b.) The referee / official are responsible for the spot of ball and field announcement once a decision is declared.
c.) Rushing restrictions do apply on all extra point kicking attempts once declared.
d.) One (1) point when set at the three (3) yard by kick.
e.) Two (2) points when set at the 10 yard line by run or pass.
f.) A defensive player may advance to the opponent’s end zone on a turnover during a run or pass extra point attempt for 2 points or a blocked extra point kicking attempt.

BLOCKING

Rule 1. You are allowed to implore multiple styles of blocking:
a.) Hands extended outward, palms down fingers upward between shoulders and waist frame only
b.) Chest to chest
c.) 2 on 1 block down field and at the line of scrimmage.
d.) Protect yourself with a forearm during block (Must not extend forearm to “restricted areas”)
e.) Block a defender from behind if the original engagement from the front was never broken and the defender spins or turns while the blocker maintains contact the entire block.

CAPTURE

Rule1. When the flag(s) is CLEARLY taken from the ball carrier, the play is considered dead and a new line of scrimmage will be established.

Rule 2. The defender who de-flags a ball carrier must immediately hold the flag(s) above his head for clarification and general spotting of the ball.

Rule 3. The defender must attempt to give the ball carrier back his flag(s) after capture.

Rule 4. Purposely throwing the flag(s) away from the ball carrier after capture may result in a delay of game or unsportsmanlike like penalty.

CATCHING

Rule 1. A legal catch by either an offensive or defensive player is showing complete control of the ball with one (1) foot in bounds and either making a football move after controlling the ball or falling to the ground without the ball hitting the ground at all while still in bounds.

Rule 2. If the receiver is air born and lands on the ground in bounds then the receiver must maintain control of the ball after hitting the ground with the ball not touching the field.

Rule 3. A receiver making a catch near the sideline must completely control the ball while inbounds and show complete control while the player is falling out of bounds even when they hit the ground. If the ball comes out after the receiver hits the ground the catch is no good.

CHUCKING ZONE

Rule 1. The chucking zone is five (5) yards off the line of scrimmage, where a defender can make contact with an eligible receiver.

Rule 2. The defender may chuck the eligible receiver as many times as they can with in the 5 yards.

Rule 3. Contact outside of the chucking zone is illegal contact and may result in a penalty

DE-FLAGGING

Rule 1. Flag removal

a.) The offensive player must have full possession of the ball before they can be legally de-flagged.

b.) The defender must make a “legitimate attempt” at the flag(s) for the de-flag by reaching for the flag(s) at all times with both hands and by keeping his head and shoulders up during contact for the de-flag attempt.
c.) If the ball carrier hits the ground as a result of a “legitimate attempt” by the defender the ball will be dead at the spot the ball carrier hits the ground.
d.) If the flag belt falls of the ball carrier during any contact by the defender the ball will be spotted at the point the flag falls off
e.) If the ball carrier hits the ground on his own he must be touched by a defender with 1 hand or 2 while any part of the ball carrier’s body is still on the ground with the exception of his feet.
f.) A player cannot remove his own flag belt during a play.
g.) A defender cannot illegally hold, grab or prevent a runner from advancing when attempting to de-flag a ball carrier.
h.) Grabbing the ball carrier’s jersey around the waist area (only) that is not tucked in order to de-flag the ball carrier is legal providing the defender is legitimately attempting to de-flag the ball carrier.
i.) Grabbing the shorts or pockets of a ball carrier’s bottoms is legal only if the defender is making a legitimate attempt for the de-flag and he does not significantly control the ball carrier during his attempt at the de-flag.
j.) A holding penalty enforced on the defense during a de-flag attempt of the ball carrier will be enforced 10 yards from the end of the play and a replay of the down if the penalty yardage does not reach the zone to gain.
k.) If the ball carrier has only 1 flag on or no flags on at all he is down at the point of possession

DELAY OF GAME

Rule 1. After the spot is set and the ready for play whistle has been blown, the team in possession of the ball has 25 seconds to begin a play, free kicks and legal kicks are included.

Rule 2. If a player intentionally delays the game by throwing an opponent’s flag(s) or, kicking an opponent’s ball away from the nearest player, detaining a player from joining his team, arguing with an official, deliberately advancing a ball after it isblown dead by an official or any other flagrant attempt(s) to delay the game, a penalty will be assessed.

Rule 3. Players will not attempt to discuss a call or ruling with the official(s) without calling for a timeout.

Rule 4. Excessive delay game action(s) will result in a flagrant delay of game penalty which is a 15 yard penalty from the line of scrimmage and may be added to an existing infraction as a dead ball penalty.

Rule 5. Flagrant delay of game penalties are not automatic first downs but may warrant a stoppage of the game clock or an automatic 10 second run-off the game clock in conjunction with the penalty yardage accessed if the offending team gains a decisive advantage by intentionally committing the penalty.
a.) The clock may start on the snap of the ball pending the official’s judgment.
b.) The clock may start on the ready whistle pending the official’s judgment.
Diving

Rule 1. Diving to pull a flag is legal.

Rule 2. Diving to advance the ball gaining an advantage against the defender or for extra yardage is illegal.

Rule 3. Diving to block is illegal.
Encroachment / OffSides/ Neutral Zone Infraction

Rule 1. Any part of the defenders body in the neutral zone when the ball is snapped is considered Offsides and may be a free play for the offense.

Rule 2. Any part of the offensive player’s body in the neutral zone excluding the center when the ball is snapped is Offsides and the play will be blown dead.

Rule 3. A defender in the neutral zone and making contact with an offensive player prior to the ball being snapped is Encroachment and will be blown dead by the official. The penalty for encroachment may be declined by the offense.

Rule 4. If a defender has any part of his body in the neutral zone which makes the offensive player feign or a defensive player on the line of scrimmage simulates the start of the play by sudden movements with the sole purpose to draw a false start then a Neutral Zone Infraction penalty may be called depending on the judgment of the official. The penalty may be declined by the offense.

a.) The offense of player that feigns must be on the same side of the ball as the defender committing the neutral zone infraction if the false start involves only a receiver otherwise it is a penalty on the defense.

Rule 5. Consecutive Encroachment / Offsides/ Neutral Zone Infraction penalties will be 10 yard penalties in which case the offense has to accept and continue to accept if the penalties continue in succession.

EXTENDED PLAYING TIME

Rule 1. An un-timed down(s) may extend the 1st half, or ending of the game only when the last timed down one of the following occurs:

a.) A touchdown was scored and the try for the extra point is attempted as a part of the same half or the end of the game ifthe touchdown ties the score and the extra point try will decide the game.
b.) There was an inadvertent whistle and the down is to be replayed as a part of the half.
d.) Penalties committed by the defense at the expiration of the 1st half or end of the game.
e.) There was a fair catch interference and the offended team accepts an awarded fair catch.
the half may be extended and the ball put in play by a snap.
f.) If there was fair catch interference and the offended team accepts the distance penalty the half will be extended and the
ball put in play by a snap.
g.) Penalties on the offensive team will not extend the half or game if the defensive team accepts the penalty regardless if the offensive team scores.

FAIR CATCH

Rule 1. The receiver who has no desire to advance the ball must signal that he is attempting a fair catch by extending the arm above the head and wave from side to side while the ball is in the air.

a.) The receiver must be allowed to catch the ball even if the ball is bobbled without interference from the kicking team.
b.) Once the ball is touched by the receiver he is still protected under the fair catch guidelines.
c.) If the receiver deflects the ball away from his body and is not in position to complete the catch then another member of the receiving team may receive the ball but not advance the ball or the kicking team may intercept the deflected ball for a turnover but not advance the ball.
d.) If the player signaling the fair catch does not catch the ball then another teammate may receive the ball but not advance it.
e.) The player signaling the fair catch may not make any contact with the kicking team before the ball is touch by another player.

Rule 2. Once a fair catch is declared the player signaling the fair catch may not return the ball if the ball is caught or a flagrant delay of the game penalty will be accessed.

FIRST DOWNS

Rule 1. First downs will be awarded when the offensive team advances the ball from one 20 yard increment zone to the next 20 yard increment zone with in 4 downs or change of possession.

Rule 2. First downs may be awarded by advancement due to the application of a penalty which advances the ball in to the next 20 yard increment zone.

Rule 3. An offensive team may be awarded an automatic first down as a result of selective penalties by the defense.
a.) Roughing the passer.
b.) Roughing the center during a Legal Kick.
c.) Roughing the center.
d.) Roughing the kicker.
e.) Roughing the holder.
f.) Defensive pass interference.
g.) Defensive holding (eligible receiver).
h.) Illegal contact.
i.) Personal foul on the defense.

Rule 4. Gaining a first down during a live ball penalty against the offensive team can not be awarded unless the final spot of the ball is in the zone to gain after the penalty yardage has been marked off.
Flag(s) Falls off Inadvertently
Rule 1. If the ball carrier flag(s) falls off on its own without any contact from the defender the play is to continue and the ball carrier must be touched with 2 hands between the shoulders to knee or the remaining flag pulled.

Rule 2. If the ball carrier loses a flag(s) moments after contact he is down.

Rule 3. If a defender intercepts the ball and does not have any flags on at all the ball will be blown dead at the spot and the defense will retain the ball at that spot barring any pre-possession penalties.

Rule 4. (removed)

Rule 5. If an eligible receiver does not have on any flags to start the play and receives the ball he is down at possession.

Rule 6. If an ineligible lineman receives a tipped pass the ball is blown dead at the spot of possession.

FLAG GUARDING

Rule 1. A player may not guard against being de-flagged by using any part of his body past his flag belt.

Rule 2. A player’s natural running motion causing a part of the body to temporarily break the plain of the flag belt may not be called by the official as flag guarding.

a.) It is the official’s judgment regarding natural running motion.

b.) The official may over rule natural motion if he feels that the ball carrier gained a decisive advantage over the defender and the running motion caused a part of the ball carriers body to block the de-flag attempt.
c.) Bending over to make football moves may not be considered a natural running motion.
d.) Quick steps to cut by dropping hips, short hops to cut, and legal spin moves may be considered a natural running motion.
e.) Contact made by a defender placing the runner in an unusual position may not be considered a natural running motion but must be considered on attempts for the de-flag in which the ball carrier may need to maintain balance to gain additional yardage.

Rule 3. Jumping to throw the ball by the quarterback/passer is legal.

a.) If the quarterback/passer jumps while being pressed by a defender and does not throw the ball it will be consider flag guarding.
b.) If the quarterback/passer jumps any contact made in attempt to de-flag will not be considered a personal foul as long as the contact is not excessive or to the arm and/or above the shoulders of the quarterback/passer.

FLAG TAMPERING

Rule 1. Tampering with the flag belt and/or flag(s) in any way including tying, using foreign and non foreign materials or manipulating the manufacture’s design in order to gain and unfair advantage will result in a 15-yard penalty from the line of scrimmage, loss of down, player ejection ,for that game and the next game as well as the removal of a score and fine if applicable.

a.) The final examination of a suspected tampered flag must be done by CFFL director or referee (White Hat) before the ruling listed can be applied.

b.) Any alleged flag tampering incidents that cannot be clearly defined as flag tampering but the equipment involved in the allegation is questionable the referee (White Hat) per his discretion may have the equipment removed with no penalty.

INADVERTENT WHISTLE

Rule 1.The whistle blown by any official will end the play regardless of the circumstances.

Rule 2. If the whistle is blown inadvertently the team with the possession of the ball prior to the whistle will have the option of replaying the down or taking result of the play.

a.) The replaying of the down supersedes all subsequent actions including all live ball penalties with the exception of a flagrant 1 or flagrant 2 personal foul or unsportsmanlike penalties in which case the penalty may be enforced excluding the yards with the official(s) levying a penalty for game time playing suspension and/or an ejection or the penalty beingenforced with the yards pending the officials judgment.

b.) Taking the result of the play will include all subsequent actions including all live ball penalties as a result of the said

KICK OFFS

Rule 1. Starts the game and each half.

Rule 2. The ball can be kicked using a kicking tee, held upright on the field by a member of the kicking team, or placed on the field and kicked.

Rule 3. Barring any penalties the kicking team will kick from their own 40 yard line.

Rule 4. Teams line up 10 yards apart from each other.

Rule 5. On sides kicks are permitted under 2 minutes in the 2nd half Onside kicks must travel 20 yards and kicking team must gain full possession before receiving team touches or gains possession. Receiving team must touch the ball and it must hit the ground to be considered dead. Onside Kicks inside of 5 minutes are allowed if the kicking teams is down by 16 or less, And 2 minutes down by 8 or less. Kicking team must kick the ball off and if the receiving team does not return the ball to the 20 yard libe. The kicking team will receive the ball on the 50 yard line.

Rule 6. If the receiving team catches the ball, clearly has possession and laterals to a teammate, which is intercepted by player on kicking team the can be returned for a score by the kicking team.


Rule 7. All Kicked balls must stay in bounds If kicked out of bounds a penalty will be accessed.

a.) If a kick off does not travel past the receiving team’s 40 yard line the receiving team may elect to spot the ball at their 35 yard line or spot the ball where it went out of bounds.
b.) If the ball is kicked out of bounds beyond the receiving team’s 40 yard line the ball automatically is spotted at the receiving team’s 35 yard line and the receiving team will have a 1st down and 5 yards to go for a first down.
c.) If a penalty is accessed and the kicking line is moved either way all penalty enforcement for kicking the ball out of bounds will apply as normal unless excessive penalties move the kicking line to or beyond the receiving teams 35 yard line.
i. If a penalty or penalties moves the kicking line to or beyond the receiving teams 35 yard line a ball kicked out of bounds will give the receiving team a choice to either receive the ball 15 yards from the kicking line or take the ball.

d.) There are only 3 scenarios for a re-kick in which case on any of the penalties the team benefiting from the penalty may decline the penalty.
e. In the case of an off sides penalty on the kicking team the receiving team has a choice of a 5 yard penalty added to the end of the run or a 5 yard penalty enforced from the kicking team’s restraining line and a re-kick.
f. In the case of an illegal formation on the return team {not enough players on the restraining line (5)}, the kicking team has a choice of a 5 yard penalty enforced from the end of the run or a 5 yard penalty added to the kicking team’s restraining line and a re-kick.
g.Offsetting live ball penalties on the kick-off will result in a re-kick.

LAST PLAYER RULE

The last player rule is a judgment call by the official(s) regarding the defensive player gaining a decisive advantage by a penalty or unfair act(s) that was the sole reason(s) for the ball carrier not scoring once “inside” the 20 yard line. The rule can only be enforced “inside” the 20 yard line. The illegal act by the defender must begin “inside” the 20 yard line or the last player rule cannot be enforced. The ball carrier must have a “clear path” meaning the defensive player committing the penalty is not obstructing the ball carriers direct path to the end zone and the ball carrier has a reasonable opportunity to score.
Rule 1. Should the ball carrier be intentionally pushed out of bounds, tripped, held or intentionally tackled on a “breakaway” play by the last defender within the defending team’s 20 yard line, the offensive team will be awarded the appropriate score depending on the scrimmage formation or legal kick attempted. This is a judgment call by the official regarding the intent of the defender and the definition of the ball carrier’s “clear path”.

Rule 2. There can be no score awarded if another defender other than the one that committed the penalty is in between the ball carrier and the goal line with in a reasonable position or radius to make an attempt for the de-flag.

Rule 3. All Last Player Rule applications must be after a conference between all officials.

LEGAL KICKS (Scrimmage Kicks)

Legal Kicks are “declared” punts, field goals, and extra point kicking attempts by a player on the team in possession of the ball.

Rule 1. PUNTING: The offensive team wishing to punt on any down must declare a punt in order for the punting rules to apply. If the team does not declare punt then the play will be treated as a normal play for the offense and defense regarding alignment, rushing, and release restrictions.

a.) The team punting the ball must declare they are punting. If the team does not clearly declare to the Referee and the referee notifies the defense then the play is considered a regular offensive play with no rushing restrictions for the defense.
b.) The declaration on 4th down or any down to punt or not to punt cannot be change unless an offensive timeout is called prior to the play or the defensive team commits a penalty that changes the field position for the team possessing the ball. In this case the offensive captain may change his decision without using a time out.
c.) The punter cannot take a snap directly from the center the snap must be a shot gun snap with the ball being snapped between the center’s legs at a minimum of 5 yards. If the ball hits the ground during the snap or is dropped to the ground by the punting team the ball is dead at the spot and awarded to the receiving team at the spot where the ball hit the ground.
d.) The center cannot be blocked until his body is upright and the ball is kicked.
e.) Once declared the offense must punt the ball there are no fake punts.
f.) The punting team must have 5 players on the line of scrimmage.
g.) During a declared punt two (2) gunners are allowed to run down on the punt once the ball is snapped. The gunners are defined as the players closest to the side line on each side of the center. The rest of the punting team must wait until the ball is kicked.
h.) The defense cannot rush the center/guard (A Gap) under no circumstances unless the linemen feet are not touching and the official has declared the gap eligible for rush after acknowledging the defenders request for clarification.
i.) Five (5) players from the receiving team must be on the line of scrimmage during a declared punt.
j.) There are no restrictions to the number of players who are allowed to rush on a declared punt.
k.) Players from the receiving team can attempt to block the punt by rushing outside of the guards.
The center and guards feet must be touching otherwise the defense is allowed to rush the center/ guard (A Gap) on a declared punt.


Rule 2. EXTRA POINT – KICKING
a.) The team kicking for the extra point must declare they are kicking. Once the decision is made it cannot be altered In anyway unless an offensive time out is called prior to the play. After the conclusion of a live ball play the decision cannot be changed. If the team does not clearly declare to the Referee and the Referee acknowledges the decision by announcing the choice to kick the play is considered a regular extra point attempt with no rushing restrictions for the defense and no faking guidelines for the offense. There are no 2 point kicks.
b.) The kicking team must have at least 5 players on the line of scrimmage.
c.) The center and guards feet must be touching.
d.) The linemen and/or offensive players on the line of scrimmage are not allowed to interlock any part of their bodies.
e.) The ball cannot touch the ground until it is placed on the ground by the holder.
f.) The defense cannot rush the center/guard (A Gap) under no circumstances unless the linemen feet are not touching and the official has declared the gap eligible for rush after acknowledging the defender’s request for clarification.
g.) If the holder still has the ball in his possession while he is still on the ground then play is dead if the defender touches him with 1 or 2 hand while on the ground or de-flag him.
h.) Faking extra point kicking attempts are legal.
i. Only the holder can initialize the “fake”.
ii. Once the holder moves from his position with the ball the rules apply for any ball carrier with the exception of roughing the passer during a pass attempt.
iii. He may advance the ball by running or passing.
iv. If the “fake” happens on an extra point and the ball is advanced to the end zone the offensive team will be awarded the 1 or 2 points depending on the original placement of the ball for the extra point kicking attempt.
v. Once the fake has been initiated by the holder there are no rushing restrictions for the defense.
i.) A defensive player may advance a turnover on a kicking attempt for a score.
i. A faked extra point kicking attempt can be returned for a score if it is intercepted by a member of the defense.
ii. A blocked extra point kicking attempt may be advanced for a score as long as the ball does not touch the ground. A missed extra point kicking attempt cannot be returned for a score.


Rule 3. FIELD GOAL – KICKING

a.) The team kicking the field goal must declare they are kicking. If the team does not clearly declare to the Referee in which case the referee notifies the defense, then the play is considered a regular play with no rushing restrictions for the defense and no faking guidelines for the offense.

b.) The declaration on any down to kick a field goal cannot be change unless an offensive timeout is called prior to the play or the defensive team commits a penalty that changes the field position for the team possessing the ball. In this case the offensive captain may change his decision without using a time out.
c.) The kicking team must have at least 5 players on the line of scrimmage.
d.) The center and guards feet must be touching in order for the defensive rushing restrictions to be enforced.
e.) The linemen and /or offensive players on the line of scrimmage are not allowed to interlock any part of their bodies.
f.) The ball cannot touch the ground until it is placed on the ground by the holder.
g.) The defense cannot rush the center/guard (A Gap) under no circumstances unless the linemen feet are not touching and the official has declared the gap eligible for rush after acknowledging the defender’s request for clarification.
h.) If the holder still has the ball in his possession while he is still on the ground then play is dead if the defender touches him with 1 or 2 hands while on the ground or de-flag him.
i.) Faking field goal kicking attempts are legal.
i. Only the holder can initialize the “fake”.
ii. Once the holder moves from his position with the ball the rules apply for any ball carrier with the exception of roughing the passer during a pass attempt.
iii. He may advance the ball by running or passing.
iv. If the “fake” happens on a field goal attempt and the ball is advanced to the end zone the offensive team will be a awarded a touchdown.
v. Once the fake has been initiated by the holder there are no rushing restrictions for the defense.
j.) A defensive player may advance a blocked or missed field goal attempt for a touchdown.
i. A faked field goal attempt can be returned for a score if it is intercepted by a member of the defense.
ii. If a blocked or missed kicked does not hit the ground or travels in the end zone without touching the ground it can be advanced by a member of the defense for a score.

LINE OF SCRIMMAGE

Rule 1. There are two lines of scrimmage at the outset of each play: one that restricts the offense and one that restricts the defense. The area between the two lines (representing the length of the ball as extended to both sidelines) is called the neutral zone. Only the offensive player who snaps the ball is allowed to have any part of his body in the neutral zone.

Rule 2. The spot of the ball will determine the line of scrimmage after the ball has been declared dead by the game official (s)

Rule 3. A minimum of 5 offensive players must be on line of scrimmage and set for the offense at the snap.

OFFENSIVE LINE

Rule 1. The center and 2 guards are ineligible and are not allowed to receive a forward pass, hand off, lateral or snap.

Rule 2. The offensive lineman must have at least one (1) of his shoulders (front part) parallel to the line of scrimmage per the
official's judgment.

Rule 3. The center must be between the 2 guards with no offensive player occupying the space directly in front of them and maybe more than 1 yard vertical from the line of scrimmage and 5 yard horizontal from the center to be considered on the line.

Rule 4. The linemen are allowed to come off the line for running plays immediately after the snap.

Rule 5. Offensive line players may not go down field (more than 2 yards) before the ball is thrown.

Rule 6. The offensive line is not eligible to receive the ball either by lateral or forward pass unless it is tipped. In this case the ball will be blown dead at the spot of possession by the ineligible player (offensive lineman)

Rule 7. A sleeper play is one in which Team A uses substitution procedures to disguise a player's presence on the field and eligibility as a potential pass receiver, and throws a pass to that player.

Team A shall not use player substitution as a means of disguising a sleeper play. If following a substitution, a Team A player does not participate in the team huddle and takes a position within 11 yards of the Sideline adjacent to the Team A bench area when the ball is put into play, that player shall be deemed to be ineligible as a pass receiver.

PASS INTERFERENCE

Pass interference is a judgment call by the official. When the ball is thrown a potential receiver should not have obstruction by an opposing player. Physical contact is illegal.
Rule 1. Actions that constitute defensive pass interference include but are not limited to
a.) Contact by a defender who is not playing the ball and such contact restrict the receiver's opportunity to make the catch.
b.) Playing through the back of a receiver in an attempt to make a play on the ball.
c.) Grabbing a receiver's arm(s) in such a manner that restricts his opportunity to catch a pass.
d.) Extending an arm across the body of a receiver thus restricting his ability to catch a pass, regardless of whether thedefender is playing the ball.
e.) Cutting off the path of a receiver by making contact with him without playing the ball.
f.) Hooking a receiver in an attempt to get to the ball in such a manner that it causes the receiver's body to turn prior to theball arriving.

Rule 2. Actions that do not constitute defensive pass interference include but are not limited to:
a.) Incidental contact by a defender's hands, arms, or body when both players are competing for the ball or neither player
is looking for the ball. If there is any question whether contact is incidental, the ruling shall be no interference.
b.) Inadvertent tangling of feet when both players are playing the ball or neither player is playing the ball
c.) Laying a hand on a receiver that does not restrict the receiver in an attempt to make a play on the ball.
d.) Face guarding is legal!

PLAY CLOCK

Rule 1. The play clock is 25 seconds which does not start until the Referee’s ready for play whistle has been blown. The countdown of the play clock by the officials is a courtesy.

Rule 2. If the offense does not snap the ball before the play clock expires it will result in a penalty.

Rule 3. Either the Referee or the Back Judge will maintain the play clock.

ROUGHING THE QUARTERBACK/PASSER

Rule 1. During the quarterback’s pass drop and his throwing motion, the quarterback/passer CANNOT be touched above the upper waist. The defender should be attempting to de-flag the quarterback.

Rule 2. The quarterback’s/passer’s arm and hand may not be touched unless the ball is released and the defender contacting the quarterback/passer arm tipped the released ball prior to contact.

Rule 3. The defender cannot touch any part of the quarterback’s/passer’s arm, hand, shoulder or ball while the ball is still in the hand of the quarterback/passer. The ball is considered an extension of the quarterback’s/passer’s arm and hand.

Rule 4. A defender can attempt to block a pass as long as the quarterback’s/passer’s throwing motion is not interrupted by contact, to the quarterback’s/passer’s arm, hand or shoulder which includes excessive contact after the release or contact with the quarterback’s/passer’s “follow through” even if the “follow through” contacts a defender’s arms or hands while the defender’s is just raising his arms or hands in attempt to block the pass but does not make contact with the “released” ball.

Rule 5. The defender has the right to make a legal attempt to de-flag the quarterback/passer under the guide lines noted in the Capture, De-Flagging, and Diving sections of the rulebook.

Rule 6. A penalty will be assessed and if roughness is habitual per player or one team, ejection rules may apply.

Rule 7. If the quarterback/passer advances past the line of scrimmage, he is declared a runner and is no longer protected under the rules.

Rule 8. Any penalty against the quarterback/passer behind the line of scrimmage is “roughing” and will be enforced the same as any other roughing penalty. This applys to holding penalties as well as personal foul penalties.
Running

Rule 1. Ball carriers are required to run to a “clear field”. Should the ball carrier run into a defensive player who has clearly established position a charging penalty maybe assessed. This is a judgment call by the official.

Rule 2. Ball carriers are allowed to:
a.) Hurdle over a downed player to avoid contact.
b.) Spin.
c.) Extend his arm with the ball in hand while running to gain better field position.
d.) Compact body without extending body parts to absorb potential contact
e.) Get up if they go to the ground on their own without contact by a defender or prior to being touched while on the groundby a defender.
f.) Employ “natural running motion” to make football moves that are not reckless or potentially dangerous to any player on the field.
g.) Intentionally down the ball by going down on one knee with control of the ball and remain stationary for 1 second. Per the official’s judgment the play will be blown dead.

Rule 3. Ball carriers are not allowed to:
a.) Flag Guard. See: Flag Guarding
b.) Leave feet by “vertically” jumping, hurdling a defender not on the ground or diving to avoid a de-flag. (Flag Guarding)
c.) Dive to advance the ball in order to gain extra yards or avoid a defender.
d.) Diving with clear field from the playing field to the end zone in order to taunt his opponent. The score will be awarded and the penalty will be enforced on the extra point attempt.
e.) Lower head or bend over in which either action gives the ball carrier a decisive advantage over a defender attempting a de-flag.
f.) Charge.
g.) Attempt to run after they have downed the ball.

Rule 4. If the ball carrier inadvertently touches the ball on the ground the play is considered dead.

Rule 5. If the ball carrier touches a knee on the ground the play is considered dead.

Rule 6. If the ball carrier does not have his jersey tucked in there can be no holding on the defense if the defender is making a legitimate attempt at the waist to de-flag the ball carrier.

Rule 7. If a ball carrier is in clear field and dives into the end zone in order to taunt the opposing team or celebrate the touchdown the score will stand but an unsportsmanlike penalty will be called and enforced on the extra point try or kick off.

RUSHING

Rule 1. Rushers are allowed to rush immediately at the snap of the ball.

Rule 2. Rushers are allowed to do the following:
a.) Spin
b.) Rip
c.) Swim
d.) Dip
e.) Bull Rush
f.) Use hands to discard blocker
g.) Block pass attempt after the ball has completely left the passer’s hand.

Rule 3. Rushers are not allowed to do the following:
a.) Hit a player above his shoulders nor below his waist
b.) Hold
c.) Trip
d.) Drive through the center prior to him raising his head or making an attempt to block.
e.) Dive into a would be blocker
f.) Tackle a player
Scrimmage Formations
Rule 1. At all times the team with possession must have at least five (5) players on the line of scrimmage. See: Line of Scrimmage.

Rule 2. At the start of a play, offensive players must be at least five (5) yards away from sideline in bounds.

Rule 3. An offensive player cannot enter the field of play when the formation is set for play by the center placing his hand on the ball ready to snap.

Rule 4. The team may not break the huddle with more than 9 players.

Rule 5. If the quarterback takes a direct snap he must take a half step back or lateral before he moves forward or diagonal to run the ball himself. Violation of this rule is a 5 yard penalty for illegal offensive rush.

Rule 6. A player cannot exit the field on the opposing teams sideline or either end zone.

Rule 7. If a team motions a player, he will not be counted as one of the mandatory five (5) players on the line of scrimmage until he resets himself on the line.

Rule 8. A defensive team can have as many players on the line of scrimmage it chooses.

Rule 9. If a defender is head up over the center he must be at least a half (1/2) yard back of the neutral zone.

Rule 10. The center must snap the ball between his legs to legally start any scrimmage play or legal kick.

SPOT OF THE BALL

Rule 1. The position of the ball when de-flagged is the spot the official will place the ball for the next play It will not be the position where the ball carrier’s flag was pulled, but rather the position of the ball according to the officials judgment .

Rule 2. The spot of the ball carrier if the ball is lost is where it lands if the ball falls backwards and where the ball carrier lost it from if the ball goes forward.

Rule 3. The officials will use markers to indicate the spot of the ball and the line of scrimmage. The marker(s) may be set by the officials anywhere on the field within 5 yards of the sidelines. Once the maker is set the offensive team may legal set their formation anywhere along the line of scrimmage

STIFF ARMING

Rule 1. Stiff arming is legal and may be use to ward off a defender attempting a de-flag. The stiff arm must be with an open hand and cannot at anytime be above the shoulders or below the upper waist of the defender. A legal stiff arm is a judgment call in which case all intentional and unintentional contact made as a result of the stiff arm is at the full discretion of the officials.

Rule 2. Ball carriers that are using a stiff arm are allowed to:

a.) Extend their free arm with an open hand make contact between the shoulders and upper waist of a defender in order to thwart or push off that defender’s de-flag attempt.
b.) Maintain the stiff arm as long as needed.

Rule 3. Ball carriers that are using a stiff are not allowed to:
a.) Use closed hand to stiff arm.
b.) Load up with excessive action on a stiff arm.
c.) Stiff arm in which the hand or any part of the arm blocks the flag or breaks the plane of the flag belt.
d.) Stiff arming a player who is diving to attempt a de-flag is illegal (flag guarding).
e.) Make contact above the shoulders or below the upper waist.
f.) Grab or hold and part of the body or the uniform of the defender while stiff arming.
Rule 4. The defender may not grab hold of the arm the ball carrier is using to stiff arm in order to gain an advantage for the de-flag.

STRIPPING

Rule 1. Stripping of the ball is illegal

Rule 2. The defender is to make a legitimate attempt to de-flag the ball carrier. If the ball is knocked out of the ball carriers hand while the defender is making a legitimate attempt at the flag a penalty may not be called depending on the official’s judgment and all loose ball rules for flag football will apply.

Rule 3. During a catching attempt the defender may attempt to strip the ball while the receiver is in the air only. If the receiver is on the ground and have clear possession (control of the ball without juggling) the defender may not attempt to strip the ball. This is a judgment call by the official.

TEAM BOX

Rule 1. Players, coaches, and staff must stand between the between the 20-yd lines.

Rule 2. Teams must use opposite sidelines.

Rule 3. The team area is considered from 20 yard line to 20 yard line and 10 yards from the side line towards the stands.
FOULS and PENALTIES
(Foul / Penalty Notification)
Rule 1. When a foul occurs during a live ball play, the Referee (White Hat) at the end of the down will notify the offended team’s captain of his options. If the penalty is declined the game will resume as normal without any penalties enforced.

Rule 2. A captain‘s choice cannot be reversed once the Referee (White Hat) is informed of their decision and the Referee acknowledge that decision.
FOULS and PENALTIES
(Multiple Fouls / Penalties)
Rule 1. Penalties for dead ball fouls are administered separately and in order of occurrence.

Rule 2. All unsportsmanlike fouls are penalized separately, an in addition to those occurring during a down by the same team.

Rule 3. When the same team commits two or more live ball fouls, only one penalty may be chosen except when a foul(s) for unsportsmanlike conduct or personal fouls are administered separately with ejections and /or game time suspension.

Rule 4. The offended captain may choose which penalty will be administered or he may decline all penalties except for consecutive encroachment/offside penalties against the defense.

Rule 5. When both teams commit live ball fouls during the same live ball period and (a) there is no change of team possession, or (b) there was a change of team possession and the team in possession at the end of the down had fouled prior to final change of possession, it is a double foul. In (a) or (b) the penalties offset and the down is replayed.

Rule 6. If both teams foul during a play where there is a change of possession, the team last gaining possession may retain the ball provided they did not commit a penalty prior to the final change of possession and the team currently with possession declined the pre possession penalty.

FOULS and PENALTIES

(Spot Fouls / Penalties)
Rule 1. Spot fouls are administered with the designated penalty yardage and maybe be coupled with a loss of down.
a.) Defensive Pass Interference. If interference occurs in the defenders end zone, the ball will be placed on the 1 yard line.
b.) Illegal block
c.) Holding at or beyond the line of scrimmage
d.) Flag Guarding
e.) Impeding the runner
f.) Illegal forward pass or pitch beyond the established line of scrimmage
g.) Away from the play crack back blocks
h.) Charging
i.) Intentional grounding within 10 yards behind the established line of scrimmage.
j.) Intentional grounding beyond 10 yards the established line of scrimmage.
k.) Aiding the runner
5 yard penalties
1 Min Kick – Off Violation (Delay, plus time-out) Not kicking off the ball with in 1 minute of a successful extra point attempt or score.
10 Men in the Huddle Breaking the huddle with more than 9 players.
Aiding the Runner Grasping, lifting, pushing in order to assist the runner by a teammate.
Defensive Holding (Automatic First Down) Holding and eligible receiver.
Delay of Game Offense not snapping the ball before the play clock expires.
Encroachment Someone from the defense in the neutral zone and touching an offensive player.
Excessive Time Outs A team / player calling a time out that is out of time outs.
False Start The movement by an offensive player simulating the start of the play after she has
taken a set position or prior to taking a set position in which the movement of the
offensive players simulates the start of the play.
Illegal Contact (Automatic First Down) Making contact with a receiver pass the chuck zone before the ball is thrown
Illegal Defensive Formation Less than 5 players on the receiving team‘s line during a declared punt.
Illegal Equipment Not having the proper equipment during a play.
Illegal Formation Less than 5 players on the line of scrimmage at the time of snap
Illegal Forward Pass (Loss of Down) A player can not throw the ball forward once they are beyond the line of scrimmage
Illegal Motion More than 1 player in motion paralleled to the line of scrimmage at the snap.
Illegal Offensive Rush QB not taking a half step back or lateral while under the center for a direct snap.
Illegal Return Formation Return team not having enough players (5) on the restraining line.
Illegal Rush Rushing the restricted gap(s) on extra points, punts and field goals.
Illegal Participation (Prior to snap) Too many players on the field of play
Illegal Procedure / False Start An offensive player feigning or moving forward during or before the ball is snapped.
Ineligible Player Downfield Lineman down field more than 2 yards prior to a ball thrown beyond the line of
scrimmage.
Illegal Shift A player shifting his position and not getting set for at least a half of a second
before the ball is snapped.
Illegal Substitution Player entering the field of play while the ball is live (ready for play) or leaving the field
through the opposing teams side line or the end zone.
Neutral Zone Infraction Defensive player penetrating the neutral zone causing and offensive player to false
start.
Offside A player in the neutral zone at the snap of the ball or kicking team off sides
Running into Kicker Incidental minimum contact with the kicker during a legal kick
Simulating the Snap Defensive player making sounds that sound like the offensive cadence.


10 YARD PENALTIES

1 Min Kick – Off Violation (added when no TO’s) Enforced with the 5 yards when a team is out of time outs during the 1 minute Kick off
rule.
Charging (Loss of Down)) Intentional not avoiding a defender who has established position.
Consecutive Encroachment/Off sides Defender committing consecutive neutral zone infractions.flagging.
Holding (Offensive and Defensive) Illegal use of hands or body to grab, hook or pull an opponent.
Illegal Block Blocking above the waste in the rear of the opponent.
Impeding the runner Delaying the ball carrier with no attempt to de-flag the ball carrier.
Intentional Grounding (Loss of Down) Purposely throwing the ball away to avoid a sack
Offensive Pass Interference (Loss of Down) Illegal actions with the receiver gaining an advantage in order to catch a pass.
Stripping A defender attempting to knock the ball out of the hand of a ball carrier or receiver who
has clear possession of the ball.


15 YARD PENALTIES

Clipping (Personal Foul) Blocking an opponent in the back below the waist.
Delay of Game to Start the Game or Half Not legally lined up ready for play after the play clock has expired to start a half.
Elbow or Upward flipper block (Personal Foul) Extending forearm upward or leading with the elbow from the body to block.
Excessive Delay of Game Delays causing a decisive disadvantage to the opponent or poor conduct.
Failure to Comply with Uniform Policy A team or individual not complying with the guidelines listed in the Team Uniform
section.
Fair Catch Interference Interfering with the receiver who has clearly signaled for a fair catch.
Flag Tampering (Loss of Down & Ejection) Illegally modifying flag belt or flag(s) in order to gain and advantage against the
opposing team.
Illegal Crack Back Block (Away from the Play) A flagrant illegal act in which a player blind sides blocks an opponent who is no threat to
the play.
Illegal contact with an official, CFFL Rep Aggressively approaching an official or CFFL representative.
Illegal Participation – Live Ball Having too many players on the field involved in a live play.
Illegal use of the hands – to restricted area Unintentional hands to an opponent’s restricted area(s)
Personal Foul A flagrant illegal act that results in contact to a restricted area of a player.
Personal Foul-Defensive (Automatic First Down) A flagrant illegal act that results in contact to a restricted area of a player.
Personal Foul-Dead Ball (Automatic First Down) A flagrant illegal act after the play is blown dead.
Roughing the Center (Automatic First Down) Illegal contact with the Center.
Roughing the Holder (Automatic First Down) Illegal contact with the Holder.
Roughing the Kicker (Automatic First Down) Illegal contact with the Kicker
Roughing the Passer (Automatic First Down) Illegal contact with the Quarterback or player behind the Line of scrimmage passing the
ball.
Tackling Pulling, throwing, or driving a ball carrier or receiver to the ground with no attempt to deflag.
Tripping Using legs or arms to make illegal contact with the opponent’s legs
Unsportsmanlike Conduct A foul that taunts or acts in an unsportsmanlike manner which delay or undermine the
integrity of the game.
Unnecessary Roughness A flagrant illegal and excessive act resulting from contact to an opponent who is at a
disadvantage or not engaged in a live or dead ball play.


FOULS and PENALTIES
(Loss Of Down Fouls/ Penalties)
Rule 1. A loss of down may be couple with a foul / penalty that may result in a change of possession for the offending team if the foul /penalty was committed on 4th down and the opposing team accepts the penalty.

a.) Intentional grounding. It is a ten (10) yard penalty from the spot of the foul unless the quarterback is more than ten yards back of the established line of scrimmage in which case it is placed at the spot with no yardage walked off.
b.) Flag Guarding
c.) Charging
d.) Illegal forward pass
e.) Illegal forward lateral
f.) Offensive pass interference
g.) Flag tampering (15 yard penalty from the line of scrimmage)







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