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NOTICE: Unauthorized copying and
distribution is punishable by law.
BASIC RULES
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You must be at least 17 years of age or older to play.
Participants who are younger than 18 must be accompanied by a
Parent or Legal Guardian and the Parent or Legal Guardian will be required
to complete and sign an Under 18 Exemption Form (MSU-18E)prior to
participation. All others will
be
required to complete and sign an Adult Sports Waiver and a Player Code of
Conduct (PW-1) form prior to participating. All forms can be found here or
by clicking the Green Admin tab above.
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You are playing at your OWN RISK!
YOU WILL
ENCOUNTER PHYSICAL CONTACT WHILE PLAYING THIS GAME.
It will be the intent of the Officials assigned to your game, to provide a
safe level of competition, however injuries may and will occur.
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It is the team Coach's responsibility to make sure their
players fully understands these rules. Discussion of rules or calls made by
Game Officials during a game by non-Coaches to Game Officials is strictly
prohibited. If a player or players has/have a dispute concerning a
Game Official's call/ruling during a game, it must be relayed through
the team Coach
ONLY. Any attempt by a player, who is not a team Coach, to
"argue" a call/ruling with a Game Official will result in a penalty and
possible ejection from the game (see penalties). NO WARNINGS!!!
The Game clock is a running clock and any Coach
seeking to discuss a call/penalty/rule must call a timeout.
IT IS AT THE SOLE DISCRETION OF THE HEAD Official TO CALL AN
Official's TIMEOUT during an rule interpretation, clarification, or other.
In the event a Coach has called a time-out to discuss with an official,
down's etc, and it is determined the Official has erred, the team will be
given its timeout back.
Please NOTE:
Teams must designate only one offensive and one defensive on the field Coach
per game. These will be the only players allowed any discussion of
rules, interpretations, etc. with game Officials.
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FIELD DIMENSIONS: Field length: 64 yards
Field width: 33 yards
End Zones: 7 yards deep.
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GAME LENGTH: :40 minutes (:20 minutes per half) - 1:00 minute halftime.
Game clock is a running clock and runs continuously during the game, even
during discussions and enforcements of penalties.
Play Clock is :25 seconds in length.
At no point during the first-half will the game-clock stop, unless by a team
time-out or an official time-out. A two-minute and one-minute warning
will be announced, but no clock stoppage.
Although an Official may signal
the two-minute or one-minute warning, this does not mean that the clock has
stopped.
Only during the FINAL MINUTE of the second-half
will the game clock operate similar to that of an NFL clock at the
two-minute warning (although be mindful that TAFFL™imposes the one-minutes
warning). At the one-minute warning in the second-half, unlike
the first half, the game clock will STOP when the one-minute warning is
announced. This will be strictly a clock stoppage time-out. (See
Clock-Stoppage Time-Out) The clock will also stop on penalties,
incomplete passes, first downs, touchdowns, extra points (and will not run),
and plays out of bounds.
TIME-OUTS: Each team will have a complement of three (3) timeouts per
half. 2 Full-Time Outs and 1 Clock-Stoppage Time-Out
FULL TIME-OUT: A time-out that stops the game and play clock and
allows a team an additional :40 seconds
before the :25 second play clock begins again.
CLOCK-STOPPAGE TIME-OUT: A time-out that stops the game and play
clocks. Once a clock-stoppage time-out has been signaled by the
offense or the defense, if the ball has already been set by the game
Officials, then the :25 second play clock resets and begins to countdown
immediately. If the ball has not been set, once set, the :25 second
play clock begins to countdown immediately. NOTE: Coaches calling
timeouts will only have 3 seconds to designate which kind of timeout is
being used. If after three seconds, no type is specified, a FULL
TIMEOUT IS automatically initiated unless only a clock stoppage timeout
remains.
In the event of an injury during the last minute of the game,
the following conditions will be observed.
Offensive Injury: If the offensive team has timeouts left, then a
timeout will automatically be used. Please note the following in
regards to fairness. In the event that an offensive team is trailing
(in terms of score) and an injury occurs and that team has no time outs,
then there will a 10 second runoff of the game clock. Defensive Injury:
If an injury to the defensive team occurs and they have timeouts, then a
timeout will automatically be used. In the event that a defensive team
is trailing (in terms of score) and an injury occurs and that team has no
time outs, then there will be a 10 second runoff of the game clock.
YOUR TEAM'S GAME WILL START APPROXIMATELY AT THE TIME SCHEDULED OR
5 MINUTES AFTER THE PREVIOUS GAME HAS ENDED (whichever comes first).
TEAM COACH, PLEASE MAKE SURE YOUR TEAM HAS SIGNED IN WITH THE STATISTICIAN
AND YOUR TEAM IS READY TO PLAY. THE GAME CLOCK WILL BEGIN WHETHER YOUR
TEAM IS "READY" OR NOT. TEAMS WHO ARE AT RISK OF FORFEITING DUE TO
LACK OF PLAYERS WILL HAVE 10 MINUTES AFTER THE GAME CLOCK HAS STARTED TO
FIELD THEIR TEAM OR THEY MAY CHOOSE TO PLAY THE GAME WITH A HANDICAPPED
NUMBER OF PLAYERS (NO LESS THAN FIVE PLAYERS).
In the event the game clock has begun to run to start a handicapped game,
and a prospect of players 'showing up' late for the handicapped team, in
essence of fairness, the full-strength team may choose to SCORE, to offset
the time lost waiting for the handicapped team to gain full strength.
NO TEAM WILL PLAY A GAME WITH FEWER THAN FIVE (5) PLAYERS AND
THE OPPOSING TEAM HAS THE RIGHT TO PLAY WITH THE ALLOWED SIX (6) AT A TIME.
IN THE EVENT THAT A SHORTHANDED TEAMS PLAYS THIS TYPE OF HANDICAPPED GAME, A
21-POINT HANDICAPPED MERCY RULE WILL BE PLACED IN EFFECT AND THE GAME IS
CONSIDERED AN OFFICIAL GAME PLAYED AND LOSS. In the event that a team
has scored its 21st point against a handicapped team, the handicapped team
will have one, and only one, opportunity to cut the deficit AND must
not find themselves trailing by 21 again.
Any team that starts a game at Full Strength and for any reason falls below
5 active players before the official time runs out (injury, ejections,
simply quitting, etc) the game will be declared a forfeit and an official
game lost, regardless of the score.
i.e. Team A is handicapped. Team B scores its 21st
point, the score is 21-0. Team A will have an opportunity to erase the
21-pt lead with one offensive possession. If Team A scores, the game
will continue. If Team A does not score the game ends.
Team A is handicapped. Team B scores (21-0), Team A scores on its next
possession (21-6), the game continues. Team B scores again (28-6), the
games ends.
MERCY RULE (MRF):
If at any point in the second-half with 4 minutes or less
remaining in a contest, a team trails by
19 or more points the game will end and
declared a Mercy Rule Forfeit (MRF). All stats, scores, wins, and
losses, will count at the time of the forfeit. The MRF rule cannot be
imposed in the first-half. Similar to the handicapped rule, a team
will be given one opportunity to erase the 22 point deficit and must hold on
defense for the game to continue. A team that finds itself with a
deficit of 22 or more points a second time will be declared the loser.
Additional Notes: *No team may alter the game to allow a team that has reached the threshold
of MRF the opportunity to score in
order for the game to continue. If a team is found in violation of
altering the game, they run the risk of
forfeiting, regardless of score.
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Games will begin with a coin toss, to
be called Heads or Tails by the visiting team's Coach. The winner of
the coin toss then has the option to choose whether to begin the game on
offense or defense. The loser of the toss elects which end of the
field to defend. The second half will start opposite of the first.
I.E. Team A wins toss and chooses Offense. Team B chooses which side
to defend. At the start of the second half, Team A is now on Defense
and both teams are going in the opposite direction they were in the first
half. There is no-such thing
as DEFERMENT in TAFFL™.
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OVERTIME: If at the end of the second half the score is tied,
the game will enter overtime. Overtime will be played similar to that
of the collegiate ranks. Each team will have one possession (4 downs)
to score starting at the 20 yard line. A coin toss will determine who
will decide the first choice of possession (Offense or Defense),
the team that scores more points on their possession including conversion
attempts will win. If each team does not score or scores equally, the
cycle begins again,
however the choice of being first on offense or defense will alternate between
teams. Each team will get at least one possession in overtime.
If after the first attempt, both teams are
still tied each team must automatically attempt a two-point conversion on
subsequent possessions until a winner is declared.
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This is a flag
football league and once your flag has been pulled you are down [tackled]
and the play is whistled dead. The ball is then placed at the
SPOT OF THE PULL (HIPS),
not the spot of the ball. NOTE: A player is ONLY down when
his flag has been pulled or in the event of a flag(s) "falling out" he is
tagged with one hand by an opposing player. A fallen ball carrier is
LIVE and a play will only be blown dead due to a fallen ball carrier if
defenders are within 1-2 yards of that player when they hit the ground.
NO PLAYERS WILL BE ALLOWED TO "ROLL" IF THEY FALL DOWN. Rolling
will result in a penalty.
PULL:
Seizing an opposing ball carrier's flag:
Once a defender gains control of a ball carrier's flag it must be dropped
immediately OR held high
above the head of the defender who has possession of the flag. This
aids in proper spotting of the ball and also signals where a person is down
and not where the ball may be. Any attempts to mislead the spot of the
grab (i.e. throwing the flag AWAY from the pull will result in an
unsportsmanlike conduct penalty.)
PLEASE NOTE: Under no circumstances
should a flag puller hold any part of another player's uniform for more than
1 second
without an immediate attempt to release and re-pull the flag. This
situation is different than when a player's momentum is stopped by an
opposing player (i.e. standing in "the way", gang "tackle", contact, etc.).
DeFonte Coleman Wrap Rule: A
player will not be allowed to lower his shoulders or upper body (defined as
lowering head or shoulders below a ball carrier's shoulders) or "body"
(defined as stopping a player's momentum with the body) to "wrap-up" for a
flag pull or in the attempts at a flag pull. Officials will be
intensively trained on recognizing legal and illegal flag pulling
techniques.
The Defonte Coleman Wrap Rule will result in a 5-yard penalty from the dead
ball spot and an automatic first-down.
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A player may not under any circumstances "tie" or secure
their flag in a manner not consistent with the proper wearing of the flag to
gain an unfair advantage over the tackler. If a player is in violation
of this rule he will be disqualified from the game. ALL PLAYERS MUST
WEAR TAFFL™ PROVIDED or APPROVED FLAG BELTS - Any player in violation of the
flag belt rule must either replace that belt immediately or leave the field
until a TAFFL™ sanctioned/approved belt is worn. If a player chooses
to change his belt rather than leaving the field the following can and may
occur: If on offense the play clock will continue to run if a player
chooses to change his flag belt and remain on the field. Be mindful
that if you are on offense and you choose to leave the field and a player is
substituted you will be committing an illegal substitution penalty (See
Offensive Rule #10). If you are on defense, the offense if free to run
their play as normal...if the play is ran and you have an illegal belt on,
while on defense, this will result in an illegal participation penalty.
No player's flags should be similar in color to their shorts
either on offense or defense. Please DO NOT just exchange flags with
another player. i.e. RED FLAGS should remain with RED BELTS.
PLEASE REMEMBER TO LEAVE FLAG BELTS ON THE FIELD AFTER THEIR USE AND ON THE
FLAG RINGS WITH THE CORRESPONDING COLORS AFTER YOUR GAME. TEAMS RUNS
THE RISK OF GAME FORFEITURES IF THEY ARE FOUND IN VIOLATION OF PROPER FLAG
STORAGE AFTER THEIR GAMES.
For additional information regarding the proper use and handling of your
standard issue flag belt, please refer to the
FLAG BELT HANDLING GUIDE.
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Jerseys must be TUCKED in at all times while playing.
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FLAG
GUARDING IS ALLOWED! This is the traditional football "STIFF-ARM"
equivalent, a proper flag guard is open handedly deterring a player from pulling
your flag. YOU ARE NOT ALLOWED TO STIFF-ARM
DEFENDERS TO THE FACE OR THE CHEST, NOR CAN YOU FLAG GUARD WITH CLOSED FISTS,
SUCH AS "PUNCHING" A PLAYER'S HANDS AWAY, the proper Flag Guard is
regarded as
"slapping" a defenders hands away. Also
ball-carriers will not be allowed to 'lead' with their head/shoulders down in a
charging motion.
Any locking of the elbow or straight-arm attempts during a flag
guard will be called as a stiff-arm. Even if the motion resulted in a flag
guard in the proper waist area, Officials are looking for 'slapping' motions
ONLY -- similar to the beginning of the LEGAL Flag
Guard Motion shown below.

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Once the whistle is blown all play ceases immediately.
INADVERTENT WHISTLES: In the event of an inadvertent whistle, the
offense will have the option of taking the ball at the spot of the whistle
or replaying the down from the original line of scrimmage.
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The offense has 25 seconds after the ball
has been spotted
until the next snap, if not this will result in a delay of game penalty.
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CONTACT: No contact with hands (or elbows) above the shoulders,
whether blocking or defending. Hands to the face will not be tolerated.
Line blocking must be open-handed and
chest level. It is understood linemen will be engaged more physically at
times and this will be tolerated, as well as contact made by a rushing
defender who may make a spin-like maneuver. Downfield blocking, which
is allowed, will only be legal if the blocking is open-handed. This is the
type of rule that will be subject to misinterpretation and all players are
encouraged to seek a better visual example if questions arise.
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ROSTERS: Rosters must be a minimum of 6 players and a maximum
of 15 players.
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There are NO kick-offs in TAFFL™. Punting is allowed on
fourth down. Please see Punt Rules in the offensive section below.
The offense will have only 4 downs (penalties excluded) to gain a first down
or to score a touchdown. First downs are predetermined spots
(25 yard marker)
on the field. The offense will begin on the 5 yard line. The 25 yard
marker will be the next first down, you have 4 downs (excluding penalties)
to reach the 25 yard marker or further. If you do not score and you
make the first down at the 25 yard marker, then you have another 4 downs to
score a touchdown (penalties excluded). PLEASE NOTE: If there is
a turnover on downs prior to reaching the 25 yard FIRST DOWN marker
(including a sack on fourth down) and a team elected not to punt, then the
opposing team will start it's offensive drive on the 25 yard line
(mid-field). If a team turns the ball over on downs and they have
passed the 25 yard FIRST DOWN marker, the opposing team will begin its
offensive drive at the spot of the turnover. A team that has crossed
the 25-yard First Down marker, will not be allowed to punt.
Scenario 1: TEAM A does not secure a first down by reaching the
25 yard FIRST DOWN marker and the ball is turned over on downs, then TEAM B
will begin its drive on the 25 yard line. TEAM B will then have 4
downs to score from the 25 yard marker. Scenario 1a:
If TEAM B scores, then TEAM A begins its drive on the 5
yard line.
Scenario 1b: If TEAM B.. a)
Fails to
advance the ball pass the 25 yard
line, TEAM A will begin on the 25;
b) Advances the ball pass the 25 yard line but fails to score, then TEAM A
will begin its drive where the ball was turned over.
Scenario 2:
TEAM A does reach the 25 yard FIRST DOWN marker and subsequently reaches
their opponent's 10 yard line but fails to score, the ball is turned over on
downs. TEAM B will then begin its drive on their own 10 yard line and
play continues following the given Scenarios above.
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SCORING:
Touchdown are worth 6 points.
Extra Points will be awarded as such: After a touchdown a team will
have one play (penalties excluded), to try for an extra point(s).
From the 5-yard Line = 1 Extra Point
From the 10-yard Line = 2 Extra Points
From the 20-yard Line = 3 Extra Points
If the extra point attempt results in an interception or fumble recovered by
the defense and is and is returned into their end zone, the defense will be
awarded 2 points, regardless of the extra point total attempted.
EXTRA POINT STATS DO NOT COUNT TOWARD PLAYER'S INDIVIDUAL STATISTICAL TOTALS
Safety: If an offensive player is in control of the ball and their flag
is removed while they are in the opposing team's end zone, this will result
in a safety, which is worth 2 points. After a safety, the team that
was awarded the safety will subsequently be awarded the ball and will begin
their offensive drive from their own 5 yard line. Intentional
Grounding and holding in the end zone also results in safeties.
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The end zone pylon is part of the end zone. In the
event your flag has not be pulled and and you are within bounds, any part of
the ball or your body touching the End Zone cone is a Touchdown. As
the body and not the ball determines the spot - "reaching" for the End Zone
means nothing if the flag has been pulled prior to getting in the End Zone.
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The defense is allowed to rush/blitz as many players as they
choose on ANY down. Blitzes however MUST come from behind the 5 yard
BLITZ ZONE marker. Blitzing from any radial angle of 5 or more
yards is LEGAL. Blitzers however are not allowed to block punts.
WHENEVER THE OFFENSE IS WITHIN 5 YARDS OF THE
ENDZONE OR THE FIRST DOWN MARKER, THE BLITZ ZONE IS ELIMINATED AND DEFENDERS
MAY LINE UP ON THE LINE OF SCRIMMAGE, HOWEVER THEY MAY NOT INVADE THE
NEUTRAL ZONE BEFORE THE SNAP OF THE BALL.
A player may line up inside of the BLITZ ZONE marker, however any player(s)
inside the BLITZ ZONE at the snap of the football is/are not allowed to
cross the line of scrimmage, UNLESS A HAND-OFF OCCURS. The BLITZ ZONE
is 5 yards.
NOTE: Cornerbacks are allowed to blitz off the corners (even in bump
and run or man coverage), however they must be at least 5 yards off the ball
(even at an angle).
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Players are not allowed to
dive at any time for yardage, for the end-zone, or fumbles. A player
will be allowed to dive in the attempt to pull a ball carrier's flag.
However, in respect to fumbles, it is understood that a natural football
move is to dive on the ball, if a player is unable to pick it up, therefore
it will be the sole discretion of the officiating team to deem if a player
has made an intentional and unsafe dive for a fumble. If a defender
makes an illegal dive for a fumble and he or his team gains possession, the
illegal dive will nullify the change of possession and will result in a 5
yard penalty for the offense (down replayed).
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A receiver and a defender may "bump" each other and engage in
contact for 5 yards after the snap of the football. Keep in mind
however that the defender has to be the player to initiate the contact,
unless in the event of a running play originating behind the line of
scrimmage.
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Only Official sized
footballs are legal.
NO PEE-WEE, YOUTH, OR JUNIOR SIZES ALLOWED!
Size and "flatness"
will be checked by Officials prior to the start of the game. Footballs
are the responsibility of the team.
OFFENSE
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Possession starts on the 5 yard line.
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At the start of each play on offense
there must be at least 3 players on the line of scrimmage. Not having
3 players on the line of scrimmage will result in a illegal formation
penalty (see penalties). IT IS AT THE SOLE DISCRETION OF THE Game
Official TO GIVE A "WARNING" TO A TEAM BUT THE OFFICIALS WILL NOT BE
RESPONSIBLE FOR MAKING SURE THAT YOU HAVE 3 PLAYERS ON THE LINE OF
SCRIMMAGE. A player may ask an Official if they are positioned
correctly. There will be one designated line judge who will be solely
responsible for making sure the line is legal. He will announce
himself as such and all line of scrimmage issues should be directed to him.
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The ball must be snapped
between the legs of the "center." Quarterbacks are allowed to "go
under" center. The Officials will spot the ball in the middle of the
field, however, teams are not required to snap the ball from the middle of
the field and can move to other 'hashmarks'.
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A quarterback is free to run/scramble anytime he chooses.
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Receivers of passes must have at least one foot in bounds and
unquestionable control of the ball.
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Laterals of the football by ball carriers is legal. The
lateral can only be caught by a player behind the ball carrier.
Forward laterals will be penalized (see penalties).
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MOTION: Can only be from sideline to sideline. No ARENA FOOTBALL
STYLE MOTION. You may not be moving forward before the ball is
snapped. This will result in an illegal motion penalty (see
penalties). More than one player may be shifting at once as long as
all get set before the snap of the ball. Only one player is allowed in
motion at the snap of the ball.
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INELIGIBLE RECEIVER: Only if a receiver steps out of bounds on his own
accord will he not be allowed to be the first person to touch the ball.
If a receiver is pushed out of bounds he is still an eligible receiver and
can RECEIVE the forward pass from the Quarterback (i.e. catch the ball).
If a player has stepped out of bounds on his own, he is allowed to block and
he can participate in and receive any laterals as long as he is not the
first to touch the ball from the Quarterback. An offensive
player who touches the ball first after stepping out of bounds (on his own)
is committing an illegal touching infraction.
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A snap that hits the ground before being touched by the
quarterback or is snapped over the quarterbacks head is a fumble and is
considered a live ball.
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SUBSTITUTIONS: The offense is free to substitute players
at their discretion. Substitutions can be made in and out of a huddle,
however once the huddle has broken and a team is lined up or lining up on
the line of scrimmage, substitutions cannot be made. These types of
substitutions will result in an illegal substitution penalty. The
officials will let the play go to conclusion and then assess the penalty
afterwards from the original line of scrimmage. In the event of a
NO-HUDDLE offense, even though a huddle was not formed and broken, if the
ball has been set by the Officials you will not be allowed to substitute.
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DOWNING THE BALL - Teams wishing to "run the
clock out" may call a DOWN BALL play by announcing to the Official who will
announce to both teams that a DOWN BALL play has been initiated. Once
a DOWN BALL play has been called, there cannot be any attempts by the
offense to fake the play. The game clock will still run and the
25 second play clock is still active (time permitting). DURING A DOWN
BALL PLAY - IF THERE IS A BAD SNAP, I.E. MUFFED SNAP, BALL SNAPPED OVER THE
HEAD OF THE QB, ETC. THIS WILL THEN TURN THE PLAY LIVE AND THE DEFENSE CAN
ATTEMPT TO RECOVER. IF THE SNAP IS FIELDED CLEANLY THEN THE WHISTLE
WILL BE BLOWN IMMEDIATELY TO SIGNAL A STOPPAGE IN PLAY. The clock will
run at the conclusion of a down ball play unless a time-out is called.
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SPIKING THE BALL - A team may stop the clock by
spiking the ball. However, the clock will only stop on a spiked ball
if there is one minute or less left in each half.
PUNTING
In the event a team has not secured a
first down and has reached fourth down, they may elect to punt. If they
choose not to punt, then the standard Turnover on Downs rules as written above
apply. Please review the following rules in regards to punting in TAFFL™.
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Offensive players may leave at the snap of
the ball.
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Rushers are not allowed to block punts,
therefore fake punts are not allowed.
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In the event of a bad snap, a defensive
player can rush-in in the attempt to recover the ball or make a flag pull.
If either occurs, then the normal T.O.D. rules apply and the ball is placed
at midfield.
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During a punt attempt in a team's own
endzone, if the ball is snapped over, fumbled, or kicked out the endzone,
this will result in a safety.
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Blocking is legal as long as it abides by
the as-written block rules. A defender must stop making contact after
5 yards and can resume blocking once the ball has been fielded.
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Fair catching is permitted and defenders
must allow a 5-yard halo for the punt returner to field the ball, including
fair catches.
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A punt that touches the receiving team is
live and can be recovered by the kicking team.
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Any pun that does not travel past the
25-yard line will be placed at midfield similar to a standard T.O.D.
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A punt that goes out of bounds past the
25-yard line will be placed at the spot in which the ball traveled out of
bounds.
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Punts that travel into and though an
opponent's endzone or fielded/fair caught/or kneeled in the endzone with no
attempt at a return will be considered touchbacks and the ball will be
placed on the 5-yard line.
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Teams that have crossed midfield will not
be permitted to punt. A team that started a drive at midfield will
also not be allowed to punt.
DEFENSE
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The defense may
blitz as many players as desired, as long as the blitzing player(s) do/does
not penetrate the BLITZ ZONE or the Neutral Zone prior to the snap.
Any player lined up in the blitz zone prior to the snap may not cross ANY part
of his body over the line of scrimmage, i.e. toe, finger, foot, etc.
Even a player who is lined up in the Blitz Zone and whose sole
responsibility is to block or engage the lineman will be committing a Blitz
Zone infraction if they make immediate contact with any line player who has
not crossed the line of scrimmage. For example, just allowing the
center to standup then putting open-hands into his chest is a Blitz Zone
infraction if your arms cross the line of scrimmage to make contact.
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Defenders who have intercepted a ball, recovered a fumble, etc.
may lateral the ball to a teammate, as long as the lateral is not deemed
forward.
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STRIPPING THE FOOTBALL IS LEGAL.
It is the defense's
option to either go for the flag or the ball as long as no other infractions
are being committed in doing so. The ball is always considered live
until the whistle is blown. A fumble can be advanced as long as the
recovering players flag has not been pulled. NO DIVING FOR FUMBLES!
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Although stripping the football is legal, pass rushers must ALWAYS go for
the Quarterback's flags. A defender is no longer allowed to go for the
Quarterback's arm. Failing to attempt a flag pull on a quarterback and
making contact could subsequently be considered ROUGHING THE PASSER!
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A direct snap to another player who may not be designated as a team's usual
quarterback is still granted the Blitz Zone and a defender who has lined up
within the Blitz Zone may not cross the line of scrimmage, unless that
player (with the ball) has crossed the line of scrimmage or has handed the
ball off to another player. Thinking you know whether a team will use
a direct snap as a run play and subsequently crossing the line of scrimmage
to make a tackle, will result in a Blitz Zone infraction.
Passes behind the line of scrimmage will be considered handoffs and players
who have lined up inside the Blitz Zone are free to rush and cross the line
of scrimmage.
PENALTIES
Any player
receiving receiving (2) unsportsmanlike penalties/personal foul penalties
(cursing, tackling, illegal blocks, etc.) in a game will be ejected and
suspended for their next game.
Any player ejected from the game has two (2)
minutes to leave field or his team runs the risk of a forfeit regardless of
score.
A player who is ejected twice in a season will result in being suspended for the
remainder of the regular season (min. 3 games) - in the event 3 games are not
left in the regular season, the suspension may and can result in Postseason
Suspensions or potential carry-overs.
PLEASE NOTE: When you are playing a game in TAFFL™ the fields you are playing
have been reserved by MOC Sports and TAFFL™. During our reservation
period, you CAN be asked to leave at any time, as we do have that authority
during the reservation. Failure to leave if asked will result in the
Raleigh Police Department being called for assistance.
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Blocking and Contact to the face! We understand that there
will be the occasional incidental contact to the face and those situations
will be tolerated. Contact to the face by the offense, will result in
a
10 yard penalty from the original Line of Scrimmage
(LOS). Contact to the face by the defense will result in a
10 yard penalty added to the end of the play and
an
automatic 1st down. Intentional hands to
the face will be penalized and reviewed by the League.
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OPEN-HANDED BLOCKING: The first infraction by TEAM / INDIVIDUAL
for non-openhanded blocks will be assessed at 10 yards from the line of
scrimmage. The second TEAM (in other words a DIFFERENT individual)
infraction will be assessed at 15 yards from the line of scrimmage.
The second INDIVIDUAL infraction (by a player who has already committed this
type of infraction and flagged for it) will result in an EJECTION and after
the second TEAM infraction, any player committing a non-openhanded block
will be ejected, whether they have been previously flagged or not.
-
Tackling: ABSOLUTELY NO TACKLING.
Tackling by the offense on a turnover will result in a
15 yard penalty from the spot of the dead ball. Tackling by the
defense will result in a 15 yard penalty from
the spot of the dead ball and an automatic 1st down.
This again is going to be different when blocking downfield. TAFFL™
does not encourage any direct tackling - but you may and will be blocked.
-
Holding. Holding by the offense will result in a
10 yard penalty
from the LOS, regardless of the result of the play.
Holding by the defense will result in a 5 yard penalty
from the dead ball spot and an automatic 1st down. Holding on a turnover
(interception, fumble) will result in a 10 yard penalty from the spot of the
hold.
-
Pass Interference: When a defensive player makes any contact
with a receiver attempting to catch a pass while the ball is in the air,
after 5 yards off the line of scrimmage. If a receiver pushes off from a
defender to gain separation to catch a pass, this is offensive pass
interference. Offensive interference will result in a
10 yard penalty
and replay of the down from LOS;
defensive interference will result in a 1st
down at the spot of the foul. NOTE:
Defensive pass interference may not be called if the defender has a clear
and legitimate opportunity to intercept the ball. In other words if
the defender is "looking" for the ball, he has just as much opportunity as
the receiver and as such may not be called for defensive pass interference,
however a defender does not have to be looking at the ball, i.e. a DEFENDER
may put his hands up as to block the sight of a receiver as long as no
contact is being made. PLEASE NOTE:
If a ball is tipped at the line of scrimmage or on a catch attempt, pass
interference will not be called in case of contact by a defender or
the receiver.
-
ILLEGAL RECEIVER SCREENS: Receivers are not allowed to
screen defenders in a way such that a teammate can free himself to catch a
pass.
-
Illegal Contact (by the defense): A defender may not make
any contact with an eligible receiver 5 yards pass the line of scrimmage
after the snap of the ball, unless contesting a pass, that is not deemed
pass interference. This results in 5
yard penalty and an automatic first down.
-
Leg blocks of any kind are not allowed. Meaning, no clipping, tripping, no
chop blocks etc. Leg blocks by the offense will result in a
10 yard penalty and a loss of down. Legs
blocks by the defense will result in a 10 yard penalty
and an automatic first down for the offense.
-
Blocking in the back by the offense (or defense after a
turnover) will result in a 10 yard penalty taken from
the original line of scrimmage and a replay of down on offense or at the
spot of the foul for the defense.
-
Intentional
Grounding.
Intentional grounding of a forward
pass is a foul: This infraction will simply result in a
10 yard penalty and a loss of a down.
a.
Intentional grounding will be called when a passer, facing an imminent loss
of yardage due to pressure from the defense, throws a forward pass without a
realistic chance of completion, while still in the pocket.
b.
Intentional grounding will not be called when a passer, while out
of the pocket and facing an imminent loss of yardage, throws a pass that
lands at or beyond the line of scrimmage, even if no offensive player(s)
have a realistic chance to catch the ball (including if the ball lands out
of bounds over the sideline or end line).
c.
Intentional grounding will not be called when a screen pass is
developing and the quarterback throws the ball in the vicinity of the screen
receiver.
d. Intentional Grounding committed in the endzone will result in a Safety
being awarded to the defending team.
-
Un-sportsman like conduct. i.e. Fighting, Official Abuse
(only
team Coaches
are allowed to discuss any calls with the Official during a game - any other
player disputing or directing any negative comments to the Officials will
result in a penalty, any deliberate actions to cause undue harm to opposing
players will not be tolerated and will result in penalties, ejections, and
suspensions. THE RESULTS OF THESE PENALTIES WILL START AT
15 YARDS AND WILL ALSO
BE AT THE FAIR DISCRETION OF THE REFEREES THROUGH DISCUSSION WITH TAFFL™
Officials BASED ON THE SEVERITY OF THE INFRACTION.
-
Ineligible receiver. If an ineligible receiver is the first
to touch the ball the result of the play will not count and the offense is
penalized
10 yards from the original line of scrimmage.
-
No Taunting or excessive celebration allowed!
-
Cursing will not be permitted during games from
players or sidelines. The words ‘Hell’ and ‘Damn’ will be permitted as long
as these words or their context is not directed towards any Official or
opposing player or fan. The more colorful expletives (F..k, S...t, B..ch,
and any of their derivatives) will abide by the following guideline.
PER TEAM
1st – Infraction – 5 Yard Penalty
2nd – Infraction
– 10 Yard Penalty
3rd - Infraction - 15 Yard Penalty
After the 3rd infraction
--- players run the risk of ejection.
-
No
player offensively or defensively will be allowed to kick fumbles. Kicking a
live ball (that's not a punt) will result in a 5-yard penalty. Kicking
by the offense will result in a loss of down. Kicking by the defense
will result in a replay of down. No team can gain possession of a
kicked fumble.
-
On fourth down, the offense cannot advance a
forward fumble. For example, if on 4th down, an offensive player
fumbles the ball forward, an offensive player may only attempt to recover
the ball, but they will not be allowed to advance it forward.
This will not result in a penalty (loss of yards or down), however the ball
will be placed at the spot of the recovery. If a fumbled ball has
advanced pass the first down or the goal line, a first down or touchdown
will only be awarded if the recovery and non-advancement would have
subsequently resulted in a first down or touchdown.
-
ANY PENALTY (10 YARDS OR MORE) OCCURRING INSIDE THE 15 YARD
LINE WILL BE ASSESSED AT HALF THE DISTANCE TO THE GOAL LINE.
PENALTY INDEX:
|
INFRACTION |
RESULT |
|
COMMITTED BY THE OFFENSE |
|
Illegal Forward Pass: |
5 yard penalty from
original LOS and loss of down |
|
Illegal Forward Lateral: |
5 yard penalty from spot |
|
False Start: |
DEAD BALL: 5 yard
penalty - replay down |
|
Illegal Formation: |
5 yard penalty - replay
down |
|
Illegal Motion: |
5 yard penalty - replay
down |
|
Rolling |
5 yard penalty from spot of infraction |
|
Diving |
5 yard penalty from spot of infraction |
|
Stiff-Arm / Head
Spear |
5 yard penalty – spot foul |
|
Illegal
Participation |
5 yard penalty |
|
Illegal Touching: |
10 yard penalty - replay
down |
|
Hands to the Face: |
10 yard penalty - replay
down |
|
Holding: |
10 yard penalty - replay
down |
|
Pass Interference: |
10 yard penalty - replay
down |
|
Tripping: |
10 yard penalty - LOSS
of down |
|
Intentional Grounding: |
10 yard penalty - LOSS
of down |
|
Block in the Back: |
10 yard from spot of
foul |
|
Illegal Screen |
10 yard penalty (from
line of scrimmage) - replay down |
|
Tackling: |
15 yard penalty from
dead ball spot |
|
Unsportsmanlike
Conduct
(to include taunting, excessive celebration, Official taunting) |
VARIES |
|
COMMITTED BY THE DEFENSE |
|
Illegal Forward Lateral |
5 yard penalty from spot |
|
Offsides/Encroachment |
5 yard penalty - replay
down |
|
Illegal
Participation |
5 yard penalty |
|
Holding |
5 yard penalty - from
dead ball spot - automatic 1st down |
|
Illegal Contact |
5 yard penalty -
automatic 1st down |
|
Hands to the Face |
10 yard penalty -
automatic first down |
|
Block in the Back (after turnover) |
10 yard penalty from
spot of foul |
|
Tripping |
10 yard penalty -
automatic 1st down |
|
Tackling |
15 yard penalty -
automatic 1st down |
|
Unsportsmanlike
Conduct |
15 yard
penalty - from dead ball spot - automatic 1st down |
|
Pass Interference |
Spot Foul - automatic
1st down |
|
Unsportsmanlike
Conduct
(to include taunting, excessive celebration, Official taunting) |
VARIES |
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