SECTION I: PARAMETERS OF
THE GAME Article A: Game Cancellation Rule 1. The
GFFL Tournament Staff or designee shall promptly inform each team contact of game cancellations and the team contact shall
assume the responsibility of informing his/her team members. Rule 2. Canceled games shall be rescheduled at the discretion of the GFFL Tournament Staff. Rule 3. The GFFL Tournament
Staff or Referee (White Hat) will decide whether or not the weather and/or field conditions will allow for safe participation
for both teams. Article B: Forfeits Rule 1. Forfeiting any game of a tournament after the first game will eliminate the violating
team from the remainder of said event without refund.a.) Special circumstances may be submitted to the GFFL staff for review to determine provisional
adjustments for forfeiting teams. Rule 2. Forfeiting any game of a league schedule will result in a $50.00 penalty fee and a 21
point loss. a.) 2nd forfeit in league play will result in termination
and indefinite suspension from the GFFL. Rule 4. A team will suffer a forfeit for any of the following:a.)
Teams must start and maintain the game with at least 6 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 GFFL Staff, Competition Committee and/or tournament 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 tournament or polices/rules decided on during the tournament in order to maintain a positive image for GFFL events. Article C: Player Eligibility Rule 1. All player(s)/participant(s) must be in good standing with the GFFL organization
and its affiliates. The status of a player/participant will be governed by the organization’s policy and procedures
as well as the items noted in the 8-Man Eligible 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 GFFL staff or Tournament Director which will require authorization for participation from a parent or guardian. Article D: Player (Participant) Ejection Rule 1. All ejections are
governed by the GFFL Staff, Competition Committee or Tournament Staff and administered bythe 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) flagrant 1 personal fouls in a game.e.)
(1) flagrant 2 personal fouls in a game.f.) Conduct
unbecoming towards an GFFL, game official, tournament staff, opponent, or bystander. Article F: Conduct Rule 1. UNFAIR ACTS: No participant is allowed to use unfair acts that interfere, taunt, or diminish the integrity of the game
inwhich case the safety for the participants
is threatened and the reputation of the GFFL organization and theirassociates are damaged.a.) If
a team refuses to play within two minutes after being ordered to play by the referee, or if the game is delayed by anobviously unfair or unsportsmanlike act not specifically
covered by the rules, the Referee (White Hat) may enforce anypenalty 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 warning may forfeit
or postpone thegame until fair play may
resume. Rule 2. UNSPORTSMANLIKE ACTS: There shall be no unsportsmanlike act that interferes
with an orderly game administration onthe
part of players, substitutes, coaches, authorized attendants or any other persons subject to the rules, before the game,during the game or between games. UNSPORTSMANLIKE CONDUCT Use of foul language, profanity, baiting or taunting of an opponent. Any unethical offensive gestures physically or verbally
GFFL Staff or Tournament Staff.
Contact or arguing with a referee.
Any unethical offensive gestures or language defiance of the official’s judgment or decision. Any unethical offensive gestures physically or verbally
towards all participants including fans.
Taunting an opponent before, after or during a game. Conduct detrimental to the positive image of 8-Man Eligible flag football. Article G: Prohibited Acts Rule 1. Fighting is strictly prohibited at all GFFL events.a.) Any player (participant) involved in a fight will be ejected from the game.b.) Any player (participant) throwing a punch regardless if the punch makes contact or not will be ejected from the game.i. 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 during any altercation
on the field will be ejected from the game. Discretion of theseejections are under the jurisdiction of the game day officials and/or tournament staff. Rule 2. A player ejected for fighting will be ejected from the game and possibly the entire tournament.a.) If a player is found to be the initiator of the fight or continues to act in a threatening manner
after intervention by theGFFL staff,
tournament staff, and game day officials that player will be ejected for the entire tournament.b.) If a player is found to be defending himself in a fight after a brief investigation by the GFFL staff,
tournamentstaff, and game day officials
that player’s ejection will be reduced and the said player will be eligible for participation forthe remainder of the tournament barring any other specific rule violations. Rule 3. Teams are not allowed
to leave any trash on their sidelines. All teams are responsible for the items left on their sideline. Rule 4. The
GFFL staff, game official or designee may impose a fine not to exceed $100.00 for a team leaving their sideline orteam area unclean by way of trash and other team items
that are to be discarded. Rule 5. Any fine imposed as a result of violating SECTION I; Article F;
Rule 3 and 4 must be paid in cash 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 Tournament Staff in lieu of the fine(s) pending
a written or verbal request. Article H: Personal Fouls Flagrant
1&2 Personal Fouls are defined by rule as a breach of the rules that involve illegal contact with an opponent.
Personal fouls may or may not be intentional. With regards to personal foul(s) violations these reprimands are administered
at the discretion of the game day officials. Intentional or unintentional harm to a player may result in a personal foul flagrant
1 or personal foul flagrant 2. Rule 1. Personal foul flagrant 1: (unintentional and/or non-malice) actions resulting in contact made with an opponent to a restricted area or unintentional illegal
contact during football actions resulting in a player gaining a substantial advantage against their opponent.a.) 2 of these fouls during a game will result in an ejection for that game and the next game accompanied
with a reportexplaining in detail the
infractions of the flagrant fouls.b.) 4 of these fouls for
the tournament will result in the player being banned from participating in the remaining tournamentgames. The GFFL Staff, Competition Committee and tournament director may
review the incidents for all ejections to ensure the proper penalty was levied. In this case the reports for the 2 fouls or
4 fouls will be reviewed by the competition committee and the tournament director who may reach an alternate decision to be
administered as thefinal decision regarding
the ejection. Rule 2. Personal foul flagrant 2: (intentional and/or malice) actions resulting in contact made with an opponent to a restricted area
or intentional /unintentional but malicious illegal contact during football actions resulting in a player gaining a substantial
advantage against their opponent.a.)
1 of these fouls during a game
will result in an ejection for that game and the next game accompanied with a reportexplaining in detail the infractions of the flagrant foul.b.) 2 of these fouls for the tournament will result in the player being banned from participating
in the remaining tournamentgames. The
GFFL Staff, Competition Committee and tournament director may review the incidents for all ejections to ensure the proper
penalty was levied. In this case the reports for the 1 foul or 2 fouls will be reviewed byc.) The GFFL Staff, Competition Committee and tournament director may reach an alternate decision to be
administered as the final decision regarding the ejection.Rule 3. No contact to the “restricted area “of any player is allowed. The restricted area being defined as the
area above theshoulders
and below the waist of a player. Contact by a defender below the waist attempting to de-flag the ball carrier maybe be deemed
legal pending the official’s judgment of the defender’s intent. Rule 4. All defensive personal foul penalties will result in an automatic first down. MALICE PERSONAL FOUL ACTIONS*Roughing the quarterback *Ball carrier intentionally lowering the head or shoulder into the defender*Crack back on a player who is no threat *Defender lowering head into
the ball carrier or shoulder into the ball carrier*Contact with an opponent while on the ground *Intentional contact above the shoulder or below the waist*Striking (non-football) *Kicking *Kneeing * Elbowing*Excessive contact to an unprotected player *Tackling *Tripping *Fighting*Unnecessary Roughness. *Excessive charging Article
I: Playing FieldRule 1. The game shall be played by and between two teams on a regulation size football field with
the dimensions of 120 yards X53 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. Rule 6. Portable field goal post may be used for fields without field goal post.a.) The portable goal post must meet the inspection and approval of the Tournament Director, Head
official, GFFL Staff or Competition Committee member.b.) Upon
approval an announcement must be made to all teams participating in the tournament / game prior to the start of the first
game for the tournament.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 Tournament Director, Head official,
GFFL Staff or Competition Committee member.b.) Upon approval an announcement
must be made to all teams participating in the tournament / game prior to the start of the first game for the tournamentc.) If no modifications are made with extensions then the end post are used as the reference for
determining the virtualdimensions for
the uprights. Article I: ProtestProtests
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 playin 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. 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 and play will resume as it would have prior to the time-out. Rule 5. If
the "Protestor/Protesting Team" does not understand or agree with the game officials decisions after the protest
has beenAddressed then a grievance may
be filed in writing with the GFFL Staff immediately after the game.Until the said grievance has been properly administered by the GFFL Staff the officials protest
decision will stand.a.) "Protestor/Protesting Team" or tournament
director must file a written grievance as to the alleged misinterpretation of the rule or any other incidents during the game
immediately following the game. A protest fee of $25.00 in cash must accompany the written grievance.b.) The GFFL Staff will review the grievance by interviewing the referees, "protesting"
and non-protesting team’ representatives and/or captains, and field volunteer(s), or any other party deemed to be necessary
for a fair disposition.c.) The GFFL Staff will review the statements of parties
and applicable rules to reach a decision.d.) The GFFL Staff will
notify the "protesting" representative in writing of their decision within 1 week or a time deemed reasonable in
their discretion. GRIEVANCE UNFOUNDED: The GFFL Staff agrees with the officials’ decision at the time
of the incident, meaning that the rules were interpreted correctly. The GFFL Staff will notify the officials and teams involved
of the decision. GRIEVANCE FOUNDED NO IMPACT: The GFFL Staff agrees with "protesting" team, however, the
misinterpretation of the rules did not impact the outcome of the game. The GFFL Tournament Staff will notify the officials
and teams involved of the decision. GRIEVANCE FOUNDED IMPACT: The GFFL Staff agrees with "protesting" team and deems that
misinterpretation impacted the outcome of the game. The GFFL Staff will notify the officials and teams involved of the decision
and the GFFL Staff will implement a solution or change standings, outcomes, points, replays, etc. Article J: Challenge Each team is allowed 1 challenge per contest. A challenge
is defined as the coach or team captain requesting a clarification and /or a reversal of a judgment call. The Referee will
explain to both Coaches/Team Captains their finding(s), an explanation of the finding(s), and their perception of the call
in question. During this challenge the officials are required to confer for no more than 2 minutes and explain their finding(s)
regarding the Lewis. The challenge does not guarantee an overturned call. However, it does guarantee that the game officials
will confer and if there is conflicting opinions of the call in question then the majority vote between the officials will
be the final decision. The vote count will only be disclosed not the actual vote by each official. In the case of a challenge
all officials are equal. A challenge is different than a protest because no judgment call(s) can be protested. Rule 1. During the 2nd half under 2 minutes if a team does not have a timeout or during overtime;
only the Supervising Official,Referee
(white hat), GFFL Staff, Competition Committee member or tournament director can request a challenge if the team has not used
their challenge and are out of their time outs. The requestor must not have any direct affiliation (i.e. coach, player, partner,
or any known conflicts with the opposing team etc…) any information disclosed to this fact and found grounded will
nullify the requestor from the process. All requestors for a Lewis in this situation(s) will also follow the guidelines below.a.) Guidelinesi. The team requesting the Lewis must have a timeout before 2 minutes (regulation time) in the
second half.ii. The officials will call an Official’s timeout.iii. The team requesting the Lewis must state their case clearly without conflict
in 1 minute.iv. The team requesting the Lewis must include in their
case the followingA. The reason(s)B. Their perception of what happenedC. Their idea of what the ruling should bev. If the team
wins their Lewis they will not be charged a time out.vi. If
the team loses their Lewis they will be charged a timeout.vii. No coaching or substitutions are allowed during a Lewis.viii. Teams may get water or attend to injuries.ix. Both
teams will get an explanation of the findings.x. The clock
will resume exactly where it left off with the exact game situation. For example: If the clock was runningat the time of the Lewis it will start back running on the ready whistle.xi. The teams must accept the decision without conflict and refrain from making
any negative references regarding thefinal
decision of the Lewis or be penalized 15 yards for each incident and/or a possible ejection from the contest. Article K: Officials Rule 1. The officials shall govern all players, coaches, trainers, and other persons in the team area.
Only authorized persons shallbe allowed
on the sidelines and field of play. See: Section I; Article H; Rule 4 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 GFFL 8-Man Eligible 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), GFFL Staff Tournament Director, or Competition Committee member 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 atall levels. The Referee will be recognized as the Head Official (White
Hat)” for each sanctioned GFFL game. 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 GFFL events. Rule 8. If there are only 2 officials during the game they will be the Referee
and Line Judge Rule 9. If there are 3 officials during the game they will be the Referee, Line
Judge, and Back Judge Rule 10. If there are 4 officials during the game they will be the Referee, Line
Judge, Field Judge and Back Judge Article L: Equipment Rule 1. Each offensive player and any player wishing to possess and advance the ball must wear
a standard triple threat flag belt around the waist with three (3) sewn on standard flags not altered in any way placed at
the hips and directly in the back of the player wearing the flag belt. The flag belt must be worn properly with the flag belt
secured with the manufacture’s clasp and cannot be tied or looped. Rule 2. The entire flag belt must be visible including the belt and all three sewn on flags. 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), shoulder pads, forearm pads, casts, boxing gloves, uncovered knee andelbow 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 the GFFL Staff, Competition Committee member, Tournament Director, or in-game Official 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 caught 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 Article
M: Team Uniforms Rule 1. Teams are required to have a uniformed look, meaning same basic color jerseys with numbers on the front and/or back. Rule 2. Pants or shorts must contrast the color of the flags and shall not have any pockets. If pockets are present they must
betaped or they must be removed or replaced. Rule 3. In the event two competing teams have the same basic color jersey the home team will have the choice of which jersey
theywould like to wear.a.)
During pool play
games if a home team is not designated then the home team will be decided by a coin toss. Rule 4. Tournament
Directors and or staff will not be responsible for distribution of scrimmage vests; teams will be required to maintain a uniformed
look, even if it means not wearing jerseys and wearing similar colored tops instead. Rule 5. The lack of a uniformed
look will solicit a 10 yard penalty at the beginning of each half at the discretion of the Referee. Rule 6. Jerseys
should be tucked in at all times and should not at any giving point during the game cover any portion of the flagbelt or flag(s). Players with un-tucked jerseys may
nullify defensive holding penalties against the ball carrier as described in SECTION II; Article E; Rule 1; f and
g Rule 7. Half cut jersey shall not extend past the waistline nor cover any portion
of the flag belt or flag(s). Article N: Roster Limits Rule 1. Team Roster limits for all GFFL sanctioned events shall be set at (25) Players for 8-Man Eligible
(A) Rule 2. Team Roster limits for GFFL sanctioned events shall be set at (22) Players for 8-Man Eligible
(B &C) and (20) for 8-Man Eligible Recreation. Rule 3. At the discretion of the League/Tournament Director,
roster limits can be expanded up to Thirty (35) players for 8-Man Eligible (A) for a fee of twenty five ($25.00) dollars per
additional player. The additional fees shall be added to the normal tournament fee for that particular tournament. Article O: 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 GFFL staff or Referee (White Hat) will operate the game clocks or scoreboard. Rule 1. All games shall not exceed sixty (60) minutes of regular game time monitored by an official
or designee responsible forthe official
game clock. Twenty four (30) minutes of regular “game time” per half (2) or quarters (4) is the maximum time allowed
for a sanctioned GFFL 8-Man Eligible game. Rule 2. The1st half is a “running clock” stopping
only for officials and team’s timeouts.a.) The first
half may also use a regulation 2 minute clock concluding the 1st half if mandated by the tournament staff prior to the start of the first game
of the tournament.i. The decision for the regulation clock during the 1st half must be made prior to the start of the first game of thetournament.ii. During penalties the game clock may stop and then start at the snap of the ball if the referee determines that a teamis gaining an advantage by committing penalties during
the game. This rule may apply during the regular (runningclock) playing time and prior to the “regulation time “of the last 2 minutes of the 1st half.b.) The first half may also use a regulation 1 minute clock concluding the 1st half if mandated
by the tournament staff priorto the start
of the first game of the tournament.i. The decision for the
regulation clock during the 1st half must be made prior to the start of the first
game of thetournament.ii. During penalties the game clock may stop and then start at the snap of the ball if the referee
determines that a teamis gaining an advantage
by committing penalties during the game. This rule may apply during the regular (runningclock) playing time and prior to the “regulation time “of the last 1 minute of the
1st half.c.) The first half may also use a modified 2 minute regulation
clock where the clock will stop momentarily for all penaltiesand then restart on the ready for play whistle.i. The modified regulation clock in the 1st half will operate per the officials judgment under theadvantage / disadvantage guidelines of a normal game have regulated time
per the official’s discretion.d.) If quarters are used
in lieu of halves then the clock will start immediately on the ready for play whistle to start the 2ndquarter and 4th quarter unless
a time is used to stop the clock.e.)
Defensive penalties during the
regulation clock do not require the game clock to start on the snap. The officials willadminister 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 willbegin the “regulation clock”a.) The game clock will stop on “out of bounds” plays, timeouts, injuries, fair catches, penalties, 1st downs,
andincomplete 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 playor infraction.c.) During penalties the
play clock may start at the snap of the ball if the referee determines that a team is gaining anadvantage by committing penalties during the game. This rule may apply
during the regular (running clock) playingtime 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 duringeach half.a.) During the 1st 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 “running clock” will start back at the snap of the ball unless
the 1st half regulation clock was altered by the tournament director prior to
the first game of the tournament in which case the official will follow the guidelines of the altered regulation clock procedures
noted in the rulebook. See: SECTION I; Article O; Rule 2.b.) During the 2nd half the clock will stop at the announcement of the 2 minute warning. The Referee
will give a shortbriefing of the game
situation and the “regulation clock” will start back at the snap of the ball.c.) If the 1 minute regulation clock is employed then the officials will announce to both teams that the
game has reachedthe 1 minute warning
at the end the 1st half. Rule 5.
In order to accommodate daylight
restrictions or time restrictions required by the facilities being used, An GFFL Staff, Competition Committee member, tournament
director or Head Referee can reduce the time of a half or both halves to either 22 minutes or 20 minutes followed by a modification
for a regulation clock during the 1st half only. If the time of play is 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. Article P: 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 each 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 that half. A team
cannot carry 3 time outs into the 2 minute warning. 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. Article Q: Overtime Play Rule 1. There is no overtime play in tournament games using the “pool play” format during the first day. The games
can end in a tie. Rule 2. Overtime is allowed on the single elimination day of “pool play”
tournament games only. Rule 3. If over time exists during elimination play, the game will continue until
a winner is determined. Rule 4. In the event a game is tied at the end of regulation play, the start of
each possession will be the 20 yard line “going in”with 4 downs to score. Rule 5. One timeout will be awarded to each team per overtime
period. Timeouts will not carry over from regulation play. Rule 6.
There will be an intermission
period of no more than one (1) minute. Rule 7. A coin toss will determine the 1st possession of overtime with the team
winning the coin toss having the decision to play defense or offense. 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
the end of the 5th and final overtime session or during championship games until a winner is determined by continuing overtime
in lieu of the 5th overtime penetration rule until a winner is determined. Rule 8. In the event of a tie after two possessions by each team, teams then must attempt for 2 point conversions rather than
1. Rule 9. After 2 possessions of 2 point conversions ending in a tie, the 5th and final possession will
be determined by the penetration rule – the team that accumulates the most yards from the 20 yard line should both teams
fail to score will be the winner.a.)
During the penetration period
each team’s penetration is determined by their results after 4 downs are completedunless the team scores prior to the 4th down.b.) If team A scores a touchdown on their first play then team B has 4 downs to match Team A’s
penetration which is atouchdown.Rule 10. Field goals are allowed as a scoring option during overtime. Field goal attempts will follow
the same guidelines during regulation play with the exception of a missed or blocked field goal attempt cannot be returned
for a score during overtime. The attempt will be considered no good and there will be a change of possession or end of the
game. Rule 11. No Championship games should be decided by the penetration rule.a.) The 5th overtime will be played from the 20 yard line and continued to succeeding overtime period(s)
until a winner is determined.b.)
The offensive team has 4 downs
to scorec.) After a score the offensive team must go for 2 pointsd.) The starting possession will alternate after each overtime period.e.) The championship over time period will follow the same time guidelines as the regular overtime period
regarding timeouts and intermission. Article R: Game Start Time Rule 1. The game will start no later than eight minutes after the designated time set in the official
tournament 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. Rule 2. Prior to the start of the game the officials may conduct an equipment
check involving each team lining up on their side line with a game day official requesting to see the bottom of the cleats,
uniform, and flag belts properly fitted and sonic flags properly secured. Article
S: Speaking Captains Rule 1. Prior to the start
of each game, the Referee will ask each team to designate the speaking captain(s) for the game. The designated player will
be the sole representative for team decisions during the entire game and can only be changed if said the said player is disqualified
from game or injured. Rule 2. Each team may have an offensive captain; Defensive captain and a non-playing
sideline coach/captain. Rule 3. Sideline Coaches are permitted and must identify themselves prior to the
start of any game. Rule 4. Sideline Coaches are permitted to solicit a rule clarification from the
Referee only but cannot relay a decision to said Referee directly.Rule 5. Speaking Captains can refer to the Coach prior to deciding the benefit of a Referee’s infraction explanation. Speaking
Captains initial decision is irrevocable. Article T: Coin Toss Rule 1. The Referee shall conduct the coin toss duties and designate the “Caller” prior
to the actual coin toss. The designated Player/Coach/team representative must make the decision while the coin is in the air.
Failure to do so will automatically award the non-calling team the winner of the coin toss. The team winning the coin toss
team will have the choice(s) to take possession of the ball, defend a particular goal while conceding possession or defer
their choice until the second half of said game. The team losing the coin toss will have opposite choices with the exception
of the option to defer. Rule 2. A team arriving late on the field prior to the scheduled start time will forfeit their choices
and will automatically lose the coin toss. Rule 3. Captains not appearing for the coin toss will automatically
lose the coin toss. Article U: 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. Kick offs are at the discretion of the tournament director. In the event
kick offs are not exercised during a tournament, theball shall be placed on the twenty five (25) yard line on regulation size fields at the start of each possession, game
and half.a.) The decision for kick offs must be made prior to the
beginning of the first game for the tournament and enforced for allgames during the entire duration of the tournament.Rule 3. After halftime the clock will start on the Referee’s ready whistle after a 1 minute kick-off
warning. Article V: Possession Rule 1. A team in possession of the ball will have four (4) consecutive downs to advance its 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. Article: W 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. Article
X: 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 callingan 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. See: Legal
Kicks - SECTION II;Article
R; Rule 2; a - id.)
One (1) point when set at the
three (3) yard line by run, pass or 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 except for the overtime period in which case the
attempt will be “no good”. Rule 3. Field Goals (3): If goal posts,
approved portable goal post or soccer goal post are available at the field location; field goals can be attempted for 3 points. Rule 4. Safety (2): A team without possession of the ball (Defense) can score by de-flagging an offensive player in the possessing
team‘s end zone or benefiting from an offensive penalty in the end zone.a.) If the offensive team gets trapped and is de-flagged in its own end zone with the preceding spot established beyondthe goal line the defensive team scores 2 points.b.) If the offensive team drops the ball or commits a penalty in their end zone with preceding spot
established beyond thegoal line the defensive
team scores 2 points.c.) If a player on the defense gains possession of the
ball in the end zone and is de-flagged there, it is a touchback, not asafety.i. If a player makes an
interception outside of the end zone and his momentum carries him into the end zone andhe is de-flagged in the end zone the team making the interception will get the ball at the spot
of the interception.ii. If a player makes an interception outside of the end
zone and retreats on his own initiative into his own end zone,where he is de-flagged, it is a safety for the other team. Rule 5. Returned Extra Points (2): The defense returning the run, pass or blocked extra point kicking attempt during
regulation play only may be awarded 2 points if the ball carrier for the defense reaches the opposing team’s end zone
before he is deflagged. Article Y: Mercy Rule Rule
1. There is no mercy rule during
pool play games. Rule 2. If the point differential reaches 18 points within the
two minute mark of the second half, the game will automatically end no matter who owns the possession. Rule 3. If
the point differential reaches 36 points at any given point of the game, it will be considered a “Skunk”
and will end no matter who owns the next possession Article Z: League Playoffs Rule 1. 4 playoff spots will be given for every 10 teams
competing or at 40% of the number of registered teams. Rule 2. Tie-breakers are determined 1st by head –to-head record and then by point differential (PF) points
for subtracted by (PA) points against. Rule 3. Pro (A) division is eligible for cash prize payout. a.) Cash prize payout will be determined by the total number of registered and paid Pro (A) teams. b.) Teams that pay promotional entry fee price
are not eligible for cash prize payout.
SECTION II: BASIC RULES OF
THE GAME All rule infractions
are at the discretion and judgment of the Officials. Article
A: 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 onlyb.) Chest to chestc.) 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. Rule 2. While blocking
a player you are not allowed to:a.) Hold: Grabbing the
jersey or defender’s body frame outside of shoulders, pulling, hooking or grabbing the shirt inside ofthe shoulders and not moving with the defender to stay engaged with the
block. Grasping, hooking, or pulling the armor any part of the defenders body.i. Pullii. Hookiii. Hugiv. Lay on a downed defenderb.) Elbow
or “upward flipper” block.c.) Lead with the head.d.) Make contact against a player above the shoulders or below the waist.e.) Hit a player in the back if contact was broken from frontal engagement or never established.f.) Trip.g.) Crack back on a player
when the ball carrier is down field and will not be de-flagged by the cracked player.h.) Leave feet to block.i.) Clip. Article B: Capture Rule1. When the flag belt
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 belt 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 belt away from the ball carrier after capture may result in a delay of game or unsportsmanlike like penalty. Article C: 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. Article D: 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. Article: E De- Flagging Rule 1. Flag removal - The ball carrier is consider de-flagged when the
flag belt is broken (disengaged from clasp) not when the flag falls off the ball carrier. Flags broken and hanging on the
uniform or body part of a ball carrier is considered a de-flagged.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 alltimes 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 spotthe ball carrier hits the ground.d.) If the flag falls of the ball carrier during any contact by the defender the ball will be spotted at
the point of contact by thedefender.e.) A player cannot remove his own flags during a play.f.) A defender cannot illegally hold, grab or prevent a runner from advancing when attempting to de-flag
a ball carrier.g.) Grabbing the
ball carrier’s jersey around the waist area (only) that is not tucked in order to de-flag the ballcarrier is legal providing the defender is legitimately
attempting to de-flag the ball carrier.h.) Grabbing the shorts or pockets of a ball carrier’s bottoms is legal only if the defender is making
a legitimateattempt
to de-flag and he does not significantly control the ball carrier during his attempt to de-flag.i.) If the ball carrier does not have on any flags
then the defender must touch the ball carrier with two (2) handsbetween the shoulders and knees. Article
F: 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 is blown 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 or the ready for play whistle
pending the official’s judgment. Rule 6. The kicking team has 1 minute to kick off the ball, If team A (kicking team) scores after
the conclusion of the extra point attempt(s) team A (kicking team) must kick off the ball by the 1:00 min mark or be penalized
5 yards and charged a timeout. If team A (kicking team) have no timeouts then team B (receiving team) has the options of taking
the ball at the 50 yard line or penalizing team A (kicking team) an 10 additional yards and forcing the kick off.a.) If the kicking team is penalize by not kicking the ball with in 1 minute during the running
clock prior to regulation time the timeout charge to the kicking team only stops the clock until the Officials marks of the
penalty. The ready whistle will restart the clock.b.) If the kicking
team does not have any timeouts and the receiving team chooses the option for the kicking team to be penalized an additional
10 yards the clock will continue to run unless the kicking team is gaining a decisive advantage in which case the referee
(white Hat) will determine when the clock is to start and/or stop.c.) During regulation time the 1 minute kicking clock is still applicable for all kick-offs. PENALTY EXAMPLE: 4:00 minutes on the game clock ball marked at the team A’s 40 yard line and team A does not
kick ball before 3:00 minutes on the game clock. Team A will be penalized 5 yards moving the restraining
line to team A’s 35 yard line and charged a timeout. If team A has no timeouts team
B has the options of taking ball at 50 yd line or penalizing team A 10 additional yards moving the
restraining line to team A’s 25 yard line and forcing the kick off. Article G: Diving 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 yards is illegal. Rule 3. Diving to block
is illegal. Article H: Encroachment / Off Sides Rule 1. Any part of the defenders body in the neutral zone
when the ball is snapped is considered offside 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 offside 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. Consecutive encroachment / off sides penalties will be 10 yard penalties
in which case the offense has to accept and continue to accept If the penalties continue in succession. Article I: End zone Celebrations Rule 1. End
zone celebrations are acceptable within the context of the GFFL sportsmanship guidelines Rule 2. Penalty for excessive
celebration can be accessed on the extra point try, the succeeding kick off or succeeding spot in lieu of kick offs. Article J: Extended Playing Time Rule 1. An un-timed down 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 point is attempted as a part of the same half.b.) During pool play the team scoring a touchdown is attempting their extra point try.c.) There was an inadvertent whistle and the down is to be replayed as a part of the half.d.) A penalty is committed by the defense at the expiration of the 1st half or end of the game.e.) There was 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 theball put in play by a snap Article K: 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 ofthe receiving team may receive the ball but not advance the ball or the
kicking team may intercept the deflected ball for aturnover 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 advanceit.e.) The
player signaling the fair catch may not make any contact with the kicking team before the ball is touch by anotherplayer. 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 delayof the game penalty will be accessed. Article L: 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 yardincrement 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 cannot be awarded unless the final spot of theball is marked in the zone to gain after the penalty yardage has been marked off. Article M: Flag Belt Falls off Inadvertently Rule 1. If the ball carrier’s flag belt 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. Rule 2. If
the ball carrier loses his flag belt moments after contact by a defender then the play should be blown dead by the official
and the ball spotted where the contact for the de-flag was made. 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. If a receiver does not have on any flags to start
the play a penalty can be thrown for illegal equipment. Rule 5. If a receiver does not have on any flags to start
the play and receives the ball; the two (2) hand touch rules will apply and an illegal equipment penalty may be accessed from
the original line of scrimmage with a replay of the down. Article N: 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 motione.) 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 to 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 legala.) If the quarterback/passer jumps while being pressed by a defender and does not throw the ball
it will be consider flagguarding.b.) If the quarterback/passer jumps any contact made in attempt to de-flag will not be considered
a personal foul as longas the contact
is not excessive or to the arm and/or above the shoulders of the quarterback/passer. Article O: 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 aflagrant 1 or
flagrant 2 personal foul or unsportsmanlike penalties in which case the penalty may be enforced excludingthe 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 official’s judgment. .b.) Taking the result of the play will include all subsequent actions including all live ball penalties as a result of the
saidplay. Article P: Kick Offs Rule 1. Starts the game,
each half or after a score and extra point attempt. 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. There are no onside kicks. Rule 6. The receiving team will always receive the ball (unless the receiving team catches the ball, clearly has possession and
laterals to a teammate, which is intercepted by player on kicking team and can be returned for a score. Rule 7. The receiving team will always receive the ball unless the kicked ball caroms off a receiving
team’s player and is caught by a member of the kicking team before the ball hits the ground which will be the kicking
teams ball at the spot the ball was possessed. Rule
8. The receiving team will always
receive the ball unless the receiver muffs the ball into the hands of a member of the kicking team before the ball hits the
ground which will be the kicking teams ball at the spot the ball was possessed. Rule 9. All
Kicked balls must stay in bounds If kicked out of bounds a penalty will be accesseda.) 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 their35 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 ofbounds will apply
as normal unless excessive penalties move the kicking line to or beyond the receiving teams 35 yardline.i. If
a penalty or penalties moves the kicking line to or beyond the receiving teams 35 yard line a ball kicked out ofbounds will give the receiving team a choice to either
receive the ball 15 yards from the kicking line or take the balld.) There are only 4 scenarios for a re-kick in which case on any of the penalties the team benefiting from the penalty maydecline the penalty.i. In the case of an off sides penalty on the kicking team the receiving team has a choice of a 5 yard
penalty addedto the end of the run or
a 5 yard penalty enforced from the kicking team’s restraining line and a re-kick.ii. In the case of an illegal formation on the return team {not enough players on the restraining line
(5)}, the kickingteam has a choice of
a 5 yard penalty enforced from the end of the run or a 5 yard penalty added to the kickingteam’s restraining line and a re-kick.iii. In the case of the kicking team exceeding the 10 yard depth restrictions from the restraining line
the receivingteam has a choice of 5 yards
penalty added to the end of the run or a 5 yard penalty enforced from the kickingteam’s restraining line and a re-kick.iv. Offsetting live ball penalties on the kick-off will result in a re-kick. Rule 10. KICK OFF TEAMa.) Must line up no more
than 8 players within 10 yards of the kicking line.b.) Kicker may
line-up 10 yards behind the restraining line.c.) The kicking
team must remain behind the restraining line until the ball is kicked.d.) After the ball is kicked and the kicking team catches and possess the ball or touches the ball on the ground the ball
willbe dead at that spot where the receiving
team will take possession of the ball (First down).e.) Has 1 minute
to kick off the ball to start the game, half, after a score and/or extra point attempt(s). Rule 11. RECEIVING TEAM:a.) Must
line up minimum of 4 player 10 yards from the kicking teamb.) Any
muffs will be dead at the spoti.
If the ball carrier muffs the
ball forward the spot of the ball is where the ball carrier touched the ballii. If the ball carrier muffs the ball backwards the spot of the ball is where the ball hits the ground.c.) The returning player has no “halo” but cannot be touched by a member of the kick
off team prior to receiving the ball.d.) The returning player
may not be interfered with during an attempt to catch the ball Rule
12. FREE KICK AFTER SAFTEYa.) Team must either punt
the ball or kick the ball using a holder. A tee may not be usedb.) The ball will be kicked from the team’s 20 yard line barring any penalties with the receiving team lining up 10
yards fromthe kicking team’s restraining
line.c.) If the ball is kicked out of bounds the receiving
team will have a choice to receive the ball 30 yards from the kick orwhere the ball went out of bounds. Article Q: Last Player Rule The last player rule is a judgment call by the officials 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. 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. 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 to make an attempt for the de-flag. Article
R: Legal Kicks Legal kicks have specific guidelines in GFFL games. 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.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 all players on the line of scrimmage except for the punter on declared punts.g.) During the “declared punt” no one form the kicking team or the return team’s defensive
line can move until the ball is kicked.h.) Four (4) players from
the receiving team must be on the line of scrimmage during a declared punt. Rule 2. EXTRA POINT
– KICKINGa.) The team kicking for the extra point must declare
they are kicking. 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 4 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 touchingand
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 toucheshim with
2 hands while on the ground or de-flags 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 ofroughing 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 awardedtwo (2) points.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.iii. A missed extra point kicking attempt cannot be returned
for a score. Rule 3. FIELD GOAL – KICKINGa.) The team kicking the field goal must declare they are kicking. If the team does not clearly declare to the Referee inwhich case the referee notifies the defense, then
the play is considered a regular play with no rushing restrictions forthe defense and no faking guidelines for the offense.b.) The kicking team must have at least 4 players on the line of scrimmage.c.) The center and guards feet must be touching in order for the defensive rushing restrictions to be enforced.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 touchingand 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
toucheshim with 2 hands while on the
ground or de-flags him.h.) 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 ofroughing 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 aawarded a touchdown.iv. Once the fake has been initiated by the holder there are no rushing restrictions for the defense.i.) 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 canbe advanced by a member of the defense for a score. Article S: 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 4 offensive
players must be on line of scrimmage and set for the offense at the snap. Article
T: Offensive Line Rule 1. The
linemen are allowed to come off the line for running plays or to receive a pass immediately after the snap. Rule 2.
The 2 closest players to the center (within 5 yards horizontally and 1 yard vertical on either side of the center will be
consider the offensive line in which case the alignment guidelines will apply to these players regarding a legal formation. Rule 3. The offensive line will consist of the center and the 2 closest players (guards) who may not be more than 1 yard vertical
and 5 yards horizontal to be considered on the line any players beyond 5 yards horizontal must be up on the line to be counted
on the line of scrimmage for a legal formation. Article U:
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. This means their vision should
not be blocked and physical contact is illegal. Players should be making a legitimate attempt to make a play on the ball in
which case the player must be looking at or for the ball while in flight. Rule 1. Actions that constitute defensive pass interference include but are not limited toa.) 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.g.) Face guarding with no attempt to turn and locate the ball. 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 ballc.) Laying
a hand on a receiver that does not restrict the receiver in an attempt to make a play on the ball. Rule 3.
Actions that constitute
offensive pass interference
include but are not limited to:a.) Blocking downfield
on a forward pass beyond the line of scrimmage by an offensive player prior to the ball being touched.b.) Initiating contact with a defender by shoving or pushing off thus creating a separation in an
attempt to catch a pass.c.) Driving through a defender who has established a position
on the field. Rule 4. Actions that do not constitute offensive
pass interference include
but are not limited to:a.)
Incidental contact by a receiver's
hands, arms, or body when both players are competing for the ball or neither player islooking for the ballb.) Inadvertent
touching of feet when both players are playing the ball or neither player is playing the ball.c.) Contact that would normally be considered pass interference, but the ball is clearly uncatchable by
involved players thisdoes not permit
the defender or receiver to make illegal contact to a player which may result in a personal foul and thepenalty yardage accessed but not a spot foul and automatic first down
for defensive pass interference and a loss of foroffensive pass interference.Rule
5. An uncatchable ruling may be given by the officials for any forward pass which will negate any possible “pass interference”
call; however other penalties may be applied such as personal fouls as a result of contact to the restricted areas of an eligible
receiver. Article V: 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. Article
W: 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 indicated in SECTION II; Article W; Rules 1 - 5. Article X: 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.) Stiff arm to ward of a defender. See: Stiff
Armingb.) Hurdle over a downed player to avoid contact.c.) Guide blocker.d.) Spin.e.) Extend his arm with the ball in hand while running to gain better field position.f.) Compact body without extending body parts to absorb potential contactRule 3. Ball carriers are not allowed to:a.) Flag Guard. See: Flag Guardingb.) 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 to de-flag.f.) Charge.g.) Get back up once he hits the ground. 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. Article Y: 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.) Spinb.) Ripc.)
Dipd.) Bull Rushe.)
Use hands to discard blockerf.) Block pass attempt after the ball has completely left the passer’s hand.Rule 2. Rushers are not allowed to do the following:a.) Hit a player above his shoulders nor below his waistb.) Holdc.)
Tripd.) Drive through the center prior to him raising his head or making an attempt to block.e.) Dive into a would be blockerf.) Tackle
a player Article Z-1: Score Verification The official may choose to verify the equipment of a player after a score
in order for the score to be officially awarded to the scoring team. In each case the official is to check the player’s
flag or flag belt in order to verify the player did not gain an unfair advantage. The ball carrier is to go directly to the
official if commanded without making any adjustment to his equipment including flag belt and clothing. Whether the act is
intentional or unintentional the official may administer a penalty or spot the ball at a particular spot on the field and
the subsequent yardage counts as it would in a regular playing situation with regards to first downs or a turn over on downs. Rule 1. If the ball carrier’s flag is disengaged and hanging on the belt or uniform it would
be considered a de-flag by the defender who made the last contact with the ball carrier. Rule 2. If the ball carrier
is missing a flag or does not have any flags on at all then one or all of the following rules may apply.See: SECTION; Article E; Rule 1 - i and SECTION II;
Article M; Rule 1 - 5Rule
3. The official may overturn
a score and access a penalty if the ball carrier gained an advantage due to unfair acts or tampering with the equipment (gear
and uniform), flag(s), or flag belt prior to the official verifying the ball carrier’s equipment. Rule 4. If
the ball carrier does not report to the official when commanded then the official may enforce a 15 yard penalty for an excessive
delay of game on the kick off. Article Z- 2: Scrimmage Formations Rule 1. At all times the team with possession must have at least four (4) 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 8 man players. Rule 5. If the
quarterback takes a direct snap he must take a half step back or lateral before he moves forward to run the ball himself.
Violation of this rule is a 5 yard penalty for illegal offensive rush. Rule 5. A player cannot
exit the field on the opposing teams sideline or either end zone. Rule 6. If a
team motions a player, he will not be counted as one of the mandatory four (4) players on the line of scrimmage until he resets
himself on the line. Rule 7. A defensive team can have as many players on the line of scrimmage it chooses. Rule 8. If a defender is head up over the center he must be at least a
half (1/2) of yard behind the line of scrimmage. Rule 9. There are no defensive
alignment restrictions other than what is noted in Section II; Article Z - 2; Rule 8. Rule 10. The center must snap the ball between his legs to legally start any scrimmage play or legal
kick. Article Z- 3: 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. Article Z- 4: Stiff Arming Rule 1. Stiff
arming is illegal and may not be used to ward off a defender attempting to de-flag. Article Z- 5: Stripping Rule 1. Stripping of the ball is legal if the player de-flagging does not contact the ball carrier in any way. 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. Article Z- 6: Team Box Rule 1. Players, coaches, and staff must stand between the between the 20-yd lines, all bags and equipment
must be 5 yards behind the sideline. 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.
SECTION
III. FOULS and PENALTIES Article
A: 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. Article B: 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. Article C: 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 blockc.) Holding at or beyond the line of scrimmaged.) Flag Guardinge.) Stiff Armingf.) Impeding the runnerg.) Illegal
forward pass or pitch beyond the established line of scrimmageh.) Away from the play crack back blocksi.) Chargingj.) Intentional grounding within 10 yards behind the established line of scrimmage.k.) Intentional grounding beyond 10 yards the established line of scrimmage.l.) Aiding the runner Article D: 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 tenyards back of the established line of scrimmage in
which case it is placed at the spot with no yardage walked off.b.) Flag Guardingc.) Stiff Armingd.) Charginge.)
Illegal forward pass f.) Illegal forward lateral g.) Offensive
pass interference SUMMARY OF PENALTIESFoul / Penalty Description5 YARDS1 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 8 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.Illegal Defensive Formation Less than 4 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 4 players
on the line of scrimmage at the time of snapIllegal Forward Pass (Loss of Down) A player
cannot throw the ball forward once they are beyond the line of scrimmageIllegal Kick Formation Kicking team having a player(s) beyond 10 yards of the restraining line for a running start.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 (4) 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 playIllegal Procedure / False Start An offensive player feigning or moving forward during or before the ball is snapped.Ineligible Player Downfield Player down field pass the line of scrimmage prior
to the ball being kicked on a declared punt.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.Offside A player in the neutral zone at the snap of the ball or kicking team off sidesRunning into Kicker Incidental minimum contact with the kicker during a legal kickSimulating the Snap Defensive player making sounds that sound like the offensive cadence. Foul / Penalty Description10 YARDS1 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.Flag Guarding (Loss of Down) Using body part past the waist and around the flags to prevent de-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.Illegal Contact (Automatic First Down) Making contact with a receiver pass the chuck zone before the ball is
thrown.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 sackOffensive
Pass Interference (Loss
of Down) Illegal actions
with the receiver gaining an advantage in order to catch a pass.Stiff Arming (Loss of Down) Using the arm or body part to ward of the defender by making contact or blocking a defenders attempt to de-flag.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. Foul / Penalty Description15 YARDSClipping 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 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.Fair Catch Interference Interfering with the receiver who has clearly signaled for a fair catch.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 or GFFL Rep - Aggressively approaching an official or GFFL 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 KickerRoughing 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 de-flag.Tripping Using legs or arms to make illegal contact with the opponent’s legsUnsportsmanlike 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 to an opponent who is at a disadvantage.
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