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#178094484Monday, November 16, 2015 1:46 AM GMT

This is the source of all of the rulings to be used during the game play of NCAAF games. This Handbook consists of 17 sections. SEC1- Key Abbreviations SEC2- Rulings SEC3- Team/Roster Rules SEC4- Team Requirements SEC5- Gameplay SEC6- Offense SEC7- Defense SEC8- Special Teams SEC9- Touchdowns SEC10- Touchbacks SEC11- Safeties SEC12- Onside Kicks SEC13- Overtime SEC14- Lag Rules SEC15- Flags SEC16- Warnings SEC17- Stadium Requirements SEC18- Cheating ----------------------------------------- [SEC 1] **KEY ABBREVIATIONS** KWR: Kick When Ready (Referee approval of kicking the ball) PC: Play Clock (Referee approval of offense hiking the ball) PAT: Point After Touchdown (Referee approval of going for 1 or 2 points after a touchdown) OTO: Official Time Out (Referee timeout to discuss a call or malfunction during a game) OTI: Official Time In (Referee signal to resume a game) [SEC 2] Rulings: - Live Ball(LVB): A ball that has been thrown by a player and has not made contact with the ground in or out of bounds. For fumbles it is slightly different. If a player backspaces or throws the football (If tackled, during 3 seconds) it is considered a live ball. - Dead Ball(DB): A ball that has been thrown by a player and has made contact with the ground in or out of bounds. For fumbles it is slightly different. If a player backspaces or throws the football after 3 seconds of being tackled the play is dead. - Tackle: An opposing player makes contact with the ball carrier impeding the motion of the carrier and bringing him down. For glitched tackles[Contact is made but players can still move] it will be considered down at the spot of the contact IF the ball carrier jumps. If the defender(tackler) jumps it will still be a live play. If still in live play it will be ruled down after 3 seconds. If a player is hit and is air born without making contact with the ground it will be ruled down whenever he makes contact with the ground. - Sack: An opposing player makes contact with the ball carrier impeding the motion of the carrier and bringing him down behind the Line of Scrimmage. - Catch(C): An offensive player receives a live ball in his inventory before it makes contact with the ground while landing 2 feet inbounds. - Incomplete(INC): A live ball makes contact with the ground after leaving a player's inventory before being received by any player. - Interception(INT): A defensive player receives a live ball in his inventory while landing 2 feet inbounds. - Out of Bounds(OOB): A player carrier lands or steps off the playing field(steps on the sideline), this will result in an automatic down. [SEC 3] Team/Roster Rules: - If teams have 6 or more, 6v6 must be played. There is no more choosing 5v5 if both teams have 6+. - Subs can be used if only 2 players are there for a team, any less then it’s a forfeit. - Signing only occurs when both team owner and player agree to terms, - Transfers only occur when both team owners agree to releasing and receiving the player/players - If a player is transferred to a team after already playing a game that week he cannot play again that week. (Players cannot play twice in one week) - Releasing occurs when team owner states who he releases. - Team owners cannot hold players "hostage" for excessive weeks at a time. Failure to abide by this rule will result in an investigation by the staff of NCAAF and may result in removal of a player. This rule is put in place to ensure every player enjoys their time in the league. - If a player accepts to Team A then accepts to Team B, he will be suspended for 2 games(or weeks depending on scheduling) and will still be apart of Team A. - If a player is caught using an alternative account(alt) to join multiple teams that player will be suspended for 2 weeks minimum. [SEC 4] Team Requirements: - Teams must have matching uniforms or "swagify" to obviously divide both teams among color while in a game. - Home teams wear dark(colored) uniforms. - Away teams wear light(white) uniforms. - Failure to have either one will result in "swagify" uniforms. [SEC 5] Game Play: - 4 quarters, 6 minutes - 4 downs, FD = 10 yards - Teams are given 3 time outs per half - The clock doesn’t stop after first downs - Clock is stopped after: Kick offs, turn over on downs, play goes out of bounds, ball is spiked, incomplete passes, and turnovers. [SEC 6] Offense: - Snap count is allowed, QB can say “Hike” as many times as he wants but the play doesn’t start until the QB moves which allows both teams to cross line of scrimmage. - Double passing is allowed. - No pushing off your CB, no setting picks for other players on your team. - Once you have one forward pass you cannot pass forward again. - QB may rush after 5 seconds. - A WR cannot receive the ball if they voluntarily run out of bounds and comeback in. If they are pushed out of bounds by CB then they can still receive a pass once back on the playing field. - A WR must touch the ground for it to be ruled complete, if a WR catches it in air and lands out of bounds it is incomplete. - It is not pass interference if the QB does not pass to the WR that committed the penalty. [SEC 7] Defense: - On hand offs, the defense may not jump over blocks before the RB crosses the line of scrimmage. - Rushers cannot jump over a blocker if they are behind the line of scrimmage blocking for the QB. - Players are not allowed to stack on each-others heads. [SEC 8] Special Teams: - Away team chooses heads or tails before regulation or OT. Home team chooses what side they defend and it switches at half time. KICKOFFS - Kick offs are done at the 35,receiving team cannot go past their 45, - Kick with any power - If the ball is kicked on 100 power it must stay in bounds. - If the ball is kicked on 100 power and goes out of bounds without contact with field it will be a kicking flag and ruled receiving team ball at the 40 yard line. PAT FIELD GOALS - For PAT LOS is 10 yard line - PAT FGs are kicked on 80 or below power - Ball must be snapped to kicker prior to the kicker calling hike - Kicker must be within 20 yard line and can only jump - Defense may not stack before the snap - If ball goes above uprights it will be ruled no good - The ball has to pass in between both uprights to be ruled good AUTO PUNTS - Auto punts are forced unless it is within 2 minutes of the 2nd or 4th quarter. - Auto punts are forced unless the current LOS is past the 50 yard line. - For punts you must snap the ball on 80 or below prior to the kicker saying hike, ball cannot be held for more than 3 seconds by the kicker. FIELD GOALS - Field goal power must be 80. - For Field goals you must snap the ball on 80 prior to the kicker saying hike, ball must go in between both uprights to be ruled good. - Kicker can only jump while having possession of the ball. - If the opposing team or kicking team purposely catches the ball after a FG or PAT before it is checked by a referee it will be ruled auto-good. - Blocked/PAT or FGs that havent made contact with the ground or been ruled no good are live balls for the opposing team and can be returned. [SEC 9] Touchdowns: - A touchdown is a score that is worth 6 points and is followed by a PAT. - Touchdowns occur instantly when a ball carrier of the offense crosses the plane of the endzone without being ruled down. - If a player drops the ball after crossing the plane it will not be considered a fumble. [SEC 10] Touch backs(TB): - A touch back occurs when the football goes out of the side or back of the endzone on kickoffs. - A touch back also occurs when the football touches the endzone on a punt. - A touch back also occurs when a ball is intercepted and the defense kneels or gets tackled in the offense's endzone. [SEC 11] Safeties: - A safety is committed when the defense sacks or tackles the offense in their own endzone. - Prior to a safety the team that was sacked or tackled must punt on 80 from their 20 yard line. [SEC 12] Onside Kicks: - Team A - Kicking Team - Team B - Receiving Team - Only 1 onside allowed per team until 3:00 in the 3rd Quarter if your team applies. - Onsides can be kicked whenever if your team is losing by 14+ points after 3:00 in the 3rd Quarter. - Ball must go 10 yards and must be caught at Team B's 45. - Ball must be caught at Team B's 45 even if Team A is flagged. - Team A must kick 10,15,20,25+ yards to Team B's 45 depending on LOS due to flags. [SEC 13] Overtime: - Team A starts with an offensive possession at Team B's 25-yard line. - If team A scores a FG, team B has a possession to tie or win. - If team A lets up a safety, the game is over and team B wins. - If team A throws a pick and the team B kicks a FG or gets a TD, team B wins. - If OT ends still tied, another OT will be added until the game is decided. - If the OT extends to triple OT 1 point PAT's are no longer allowed and 2 point conversions must be attempted. [SEC 14] Lag Rules: - If a player sacks the QB from 4+ yards away it will be ruled a “mile sack” and will result in a redo. -(If the same player does this 3 times they will be ejected) - If a player intercepts the QB’s throw which is obviously air born, it will be a ruled a “mile int” and will result in a redo. - If a player tackles a player that is obviously scoring a touchdown from 6+ yards it will be ruled a “mile tackle” and result in an automatic touchdown. - If the QB is obviously lagging and teleporting around the field is will be ruled a dead ball and be a redo. - If a receiver is obviously lagging and teleporting around the field the play will be ruled a dead ball and be a redo. [SEC 15] Flags: 3 Second Fumble Rule: - If a player is tackled, the football is still live for 3 seconds, if the player drops it or throws it, its considered a fumble. (Unless an obvious Touchdown has occurred) Offsides - 5 yards - Player is lined up on wrong side of line of scrimmage after hike is called. Kickoff Offsides - 5 yards - Player is lined up past the 35 yard line on the kicking team after a kick. - Player is lined up past the 45 yard line on the receiving team after a kick. Moving Hike(Branch of False Start) - 5 yards QB hikes the ball while in motion (exception of chat delay). Illegal Formation - 5 yards Offense & Defense stacking on each other's head is NOT allowed. Encroachment - 5 yards - Defense jumps the line of scrimmage before hike is called. Usually called when an offense uses snap count. False Start - 5 yards - Offense jumps the line of scrimmage before hike is called or before the QB moves. Pass Interference - 5 yards - WR pushes off or sets pick. - CB pulls out a football causing a secondary tackle. Hurdle Flag - 5 yards - Ball carrier jumps during a live play. QB Hurdle Flag - 5 yards - QB jumps 3 times(jump passing counts) behind LoS. Illegal Forward Pass - 5 yards - A team throws the ball forward twice in one play. Over the Blocker - 5 yards - A rusher jumps over blocker behind LoS during run play. - A rusher jumps over a blocker behind LoS that is blocking for the QB. 2 Balls - 5 yards - The offense has 2 balls out when hike is called. Unsportsmanlike Conduct - 5 yards - A player is complaining, insulting, etc. Holding - 10 yards - A player takes out a ball and tackles someone. Sideline Flag - 5 yards - A player stands in front of yellow line (area where chains are). Uniform Flag - 5 yards - A player is not in proper uniform. [SEC 16] Warnings: - Players are given warnings by referees for complaining, insulting, etc. After one warning you are subject to ejection. - Referees have ALL rights to skip warning if it is drastically needed. - You are subject to suspension if you are ejected from a game. - Players are to stand behind the yellow line on the sideline to ensure proper chain movement. [SEC 17] Stadium Requirements: - All teams will have a stadium approved by the Commissioner - All stadiums must be approved by YoungIsland, they must have: proper tackle, scoreboard, admin, football, team spawns, FD chains with hopper bin tool, coin. [SEC 18] Cheating: - Cheating will result on an automatic ejection and possible redo of plays,drives, or quarters. - If you are ejected you are subject to suspension - Whole week suspensions will leave you unable to interact on the group wall or at league events. Abiding by these rules and regulations will guarantee a successful and organized league for everyone.

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