League Rules

LEAGUE RULES

SPORTSMANSHIP CONDUCT
1. Accept and understand the seriousness of your responsibility.
2. Be on time, be prepared by warming up and ready to play at game time.
3. Show respect for opponents at all times.
4. Respect contest officials as impartial decision makers and contest managers. Accept decisions despite the impact on the contest. Control emotions.
5. Understand the rules of the game. Understand that the rules are intended to provide safe control of a contest.
6. Accept victories or losses with self-control, poise and dignity.
7. Treat opponents as you would wish to be treated.
8. Refrain from harassment, taunting or degrading commentary about opponents, officials or teammates.
9. Avoid disrespectful language or conduct, trash talk or profanity.
10. Demonstrate respect for officials’ opinions and judgments at all times.

General

1. Football is played between two teams of seven players on a rectangular field. Each team must have a minimum of 6 players to start a game. Each team must have a minimum of 5 eligible players on the field, or the game results in a forfeit. A team may play with up to 7 players, regardless of the number of opposing players.

2. A crew of officials administers the game. Officials’ jurisdiction begins with the scheduled coin toss of the game (or the first game if multiple games are scheduled). The Referees have authority to rule promptly, in the spirit of good sportsmanship, on any situation not specifically covered in these rules. All players, non-players, and others authorized to be within the team area are subject to these rules and are governed by the decisions of the officials.

3. The game officials shall have the authority to make decisions for infractions of the rules. The use of any replay, video, photograph, mobile device or television monitoring equipment by the game officials in making any decision relating to the game is prohibited.

Advancing the Ball

1. The ball may be advanced by a scrimmage running play or scrimmage passing play.

2. A scrimmage running play is advancing the ball across the line of scrimmage via a runner. It includes handing the ball and any backward pass thrown behind the line of scrimmage. Only one scrimmage running play may be used in any one possession. A scrimmage running play does not include a legal forward pass. Note: Point after conversions are considered a separate series, so running is allowed on these plays.

3. If the penalty is accepted for a foul which occurs during a scrimmage running play, the spot of enforcement will determine if Team A is considered to have used a running play. If the spot of enforcement is beyond the line of scrimmage, a running play has been used. If the spot of enforcement is at or behind the line of scrimmage, a running play has not been used.

4. A scrimmage passing play is any play that includes a legal forward pass.

5. Diving is an attempt of the runner to avoid a flag pull or advance the ball by leaning his/her upper body forward while leaving both feet.

6. Spinning is an attempt of the runner to avoid a flag pull by turning his/her body at the vertical axis. Spinning is legal.

 

Ball – Status and Catching and Touching

1. A live ball is a ball in play while a down is in progress. A dead ball is a ball not in play and indicates that the game is between downs.

2. A loose ball is a pass or fumble or a kick or otherwise not in player possession. A loose ball that has not yet touched the ground is in flight. A grounded loose ball is one that has touched ground. Any loose ball continues to be a loose ball until a player catches it and secures possession or the ball becomes dead.

3. A catch is the act of establishing player possession of a live ball in flight. A catch of an opponent’s pass or fumble is an interception. If a player attempts to catch or intercept a loose ball while he/she is in the air, the ball must be in his/her possession when he/she returns to the ground in-bounds (at least one foot must touch the ground in-bounds) prior to touching out-of bounds. EXCEPTIONS: If a player catches a pass and is pushed out-of bounds, the pass is considered complete if an official judges that the player would have caught the ball in-bounds except for the pushin.

4. A fair catch is a catch beyond the K’s scrimmage line and between the goal lines of any legal kick by a receiver under conditions in which the receiver forfeits his/her right to advance the ball in return for protection against being deflagged or contacted by an opponent.

5. A valid fair catch signal is made by any R player extending and laterally waving one arm, at full arm’s length, above the head. An invalid signal is one that fails to comply with a valid signal and is given before a kick is caught or recovered. An illegal signal is a fair catch signal given by the runner after catching or recovering a kicked ball.

6. A simultaneous catch is a catch in which there is joint possession of a live ball by more than one player in-bounds.

7. A fumble is any loss of player possession other than by passing, kicking or handing.

8. A muff is touching a loose ball by a player in an unsuccessful attempt to secure possession; this includes an accidental kick.

9. Batting is intentionally slapping or striking, with hand, leg, arm or knee, a loose ball or a ball in player possession.

Blocking, Rushing, and Deflagging

1. Blocking is legally obstructing an opponent via contact with hands or body. Blockers must be on their feet before, during and after contact is made with an opponent. A blocker is allowed to contact only that portion of the opponent’s body between the waist and shoulders and the blocker’s hands or forearms must be in front or to the side of the player being blocked. Exceptions: a blocker who loses personal body control due to an opponent’s aggressiveness after contact shall not be penalized if he/she contacts an opponent other than as specified. This initial point of contact against an opponent must be with either open hands with palms contacting an opponent or a forearm. In any block, the hands or arms may not be swinging forward faster than the blocker’s body. Hands must always be in advance of the elbows and the arms must be flexed at the elbows. Players must block with hands and elbows within the frame of their body. Players are not allowed to cross their arms and thrust forward in the manner of a battering ram.

2. Clipping is an illegal block occurring when the force of the initial contact is from behind an opponent. Doubtful cases involving a side block or the opponent turning his/her back to a blocker are to be judged by an official according to whether the opponent was able to see or ward off the blocker.

3. Blocking below the waist is making illegal contact below the waist of an opponent.

4. Pass rushing is the act of crossing the line of scrimmage in an attempt to interfere with a passing play and/or deflag the passer. A pass rusher must avoid charging into any Team A player. When encountering a blocker from Team A, a pass rusher must (a) stop prior to making contact with the blocker or (b) clearly change direction in an effort to move around the blocker. If a pass rusher makes an effort to move around the blocker and the blocker moves into the path of the pass rusher, there is no charging. In any case, the pass rusher may block or contact the blocker using only the techniques described in 1 above.

5. Any Team B player may pass rush from any position on the field provided they are on B’s side of the football and outside the expanded neutral zone or when any team player that began the play outside the expanded neutral zone crosses the line of scrimmage. All rush zone restrictions for team B end once the quarterback’s initial possession ends.

6. Deflagging is clearly removing the runner’s flags. Deflagging interference is when the runner intentionally slaps or obstructs the free action of an opponent’s hand during a deflagging attempt. The runner’s hand may not be moving faster than his/her body nor shall be below his/her waist when initial contact with an opponent is made. The runner’s arm may not be rigid and straight (stiff-arm).

Rushing

Rushing is the act of crossing the line of scrimmage in an attempt to interfere with a passing play and/or deflag the passer. A pass rusher must avoid charging into any Team A player. When encountering a blocker from Team A, a pass rusher must (a) stop prior to making contact with the blocker or (b) clearly change direction in an effort to move around the blocker. If a pass rusher makes an effort to move around the blocker and the blocker moves into the path of the pass rusher, there is no charging.

Value of Scores

1. The game is won by the team that accumulates the most points.

  • a. Touchdown 6 points
  • b. Safety (points awarded to opponent) 2 points
  • c. Successful Try-For-Point (from either run or pass)
  •  From the 10-yard line 2 points
  •  From the 5-yard line 1 point
  • d. Safety on Try-For-Point (awarded to opponent) 1 point

Penalties

Failure to properly wear required equipment during a down – 5 yds (unless a player begins the down without a flag belt – the ball becomes dead upon player possession)

Personal foul, unnecessary roughness – 10 yds + automatic first down

Rush zone encroachment – 5 yds

Delay of game – 5 yards, dead ball

Encroachment (dead ball foul) – 5 yds

Offsides (live ball foul) – 5 yds

False Start (dead ball foul) – 5 yds

Snap Infraction (dead ball foul) – 5 yds

Illegal Blocking – 10 yds

Holding – 5 yds – an effort to restrain an opponent.

Illegal Motion (live ball foul) – 5 yds

Illegal Forward Pass – 5 yds & loss of down

Pass Interference – 10 yds & automatic first down

Flag guarding – 5 yds, loss of down

Roughing the Passer – 10 yds and an automatic first down

 

Game Time

a. 25 min Half’s with a 5 minute break

Playoffs

a. 1st place team will play 4th place team

b. 2nd place team will play 3rd place team

c. Team standing by Nov 10th will determine playoff team schedule

d. The two winning teams will play for the Championship

Award

a. 1st Place team will be awarded medals or trophy

Rules

League will follow NGFFL rules except for the following:

a. Team is allowed to play with a minimum of 6 players

b. Team will be given 15 minutes from game time before they forfeit

c. Team Captain can request new player if:

i) Player has missed more than 3 consecutive games or

ii) Player can no longer play in the league

Exceptions to the rule:

a) Team Captain cannot get a new player if:

i) Another team has less than 10 players

NGFFL Rule Book can be found here.

Summary of NGFFL Rules here.