NVFFA RULES
FALL 2004
1.0
Overview of Game Structure
2.0
The Clock
3.0
Scoring
4.0
Offense
5.0
Defense
6.0
Special Teams
7.0
Miscellaneous Game Rules
8.0
Officials
9.0
Team Rights and Responsibilities
10.0
Pregame Information
11.0
Rosters
12.0
Penalties
13.0
Personal Behavior
14.0
Tie-Breakers
1.0
1.1
Default: When there is no NVFFA rule for a given situation, by
default, NFL rules are used.
1.1
1.2
Number
of Players: Also see rule 10.3.
1.2.1
1.2.1
A
Division: Eight or Nine players per team on the
field.
1.2.2
1.2.2
B
Division: Eight players per team on the field.
1.2.3
1.2.3
C
Division: Eight players per team on the field.
1.2
1.3
Field
Dimensions:
1.3.1
1.3.1
All
Divisions: Fields are 100 X 50 yards, with fixed
first downs at each 20 and 40 yard line.
1.3
1.4
Rushing
the Quarterback:
1.4.1
1.4.1
A
Division: Automatic rush at snap.
1.4.2
1.4.2
B
Division: Automatic rush at snap.
1.4.3
1.4.3
C
Division: Automatic rush at snap.
1.4
1.5
Blitzing
allowed in all divisions
1.5
1.6
Blocking: Traditional style blocking may be used. Blocking does not have to be “open hands” as
long as contact is made between the waist and shoulders of the opposing player
and not from behind. Blocker may not
leave his feet to make contact.
Two-on-one blocking is legal. A Division defensive line may
line-up anywhere outside/inside of the offensive tackles. B & C Division
defensive line must line up between the offensive guards,
must be lined up shoulder to shoulder.
1.6
1.7
Fumbles: There are no fumble recoveries. The ball is always dead where and when it
hits the ground. An incomplete lateral
is a fumble. Fumbles and laterals may be
caught in the air by either team and advanced.
A forward fumble caught by the team that fumbled is a forward pass.
1.7
1.8
Mercy
Rules: If a team is ahead by 18 points at or
after the 2nd half two-minute warning, the game ends. If a team won by more than 35 points, their
points scored is reduced so that they win by 35 points. See also rule 10.5.
1.8
1.9
Overtime: All tied games will be decided by the shootout method,
not sudden death. According to the
shootout method, teams get the ball the same number of times until there's a
difference in the score, like in extra innings in baseball. If the defense returns an interception for a
touchdown, they win the game. Otherwise,
every possession starts on the same 10-yard line, even after
interceptions. It doesn't matter on what
down a team scores. Each team receives
one time out during the overtime. Field
goals are allowed. Extra points are
allowed the same as in regulation time.
2.1
2.1
Game
Length: Games consist of
2.2
2.2
Two-Minute
Warning: A two-minute warning is given to both head
coaches of a game when there is two minutes remaining in a half or immediately
after the play if the two-minute point is reached during a play. The clock is stopped during the warning and
starts at the next snap.
2.3
2.3
Stopping
the Clock: Prior to each two-minute warning, the only
time the clock stops is after scores, during time outs, injuries, and
official's discussions. The clock stops at each two-minute warning (rule
2.2). During the last two minutes of
each half, the clock stops for: 1) incomplete passes (starts on snap), 2) out
of bounds (starts on snap), 3) time outs (starts on snap), 4) touchback (starts
on snap), 5) scores (starts when kickoff is touched), 6) first downs (starts on
"ready" whistle), 7) official's time outs (starts on
"ready" whistle), 8) penalties (starts on snap if clock was stopped,
starts on “ready” whistle if clock was running), and 9) punts (starts on snap).
2.4
2.4
Time
Outs: Each team receives three time outs per
half, which cannot be carried over into the next half. Only two time-outs may be used with less than
two-minutes remaining in a half. If an
injured player delays the game, the officials stop the clock and the injured
player must sit out at least one play.
The team with the injured player may not substitute one of their time
outs for the official's time out.
2.5
2.5
Time Between Plays: The
offensive team is allowed 30 seconds between plays including kickoffs. The 30-second clock begins when the referee
sets the ball for the next play. The
referee will issue a 10-second warning.
If not heeded, a "delay of game" penalty will be charged.
3.1
3.1
Points: A touchdown is worth six points. Field goals are worth three points. Safeties are worth two points. Extra points are worth one or two points (see
rule 3.2). For scoring on interceptions
on extra points see rule 3.3.
3.2
3.2
Extra
Points: You may kick, run or pass from the
three-yard line for one point, or kick, run or pass from the 10 yard line for
two points. Intercepted extra points (or
kicked extra points caught by the defense) can be returned for two points in
all divisions, regardless of the original line of scrimmage or how many points
the offense was trying to score. Note
that an extra point may always be attempted, even if time has expired. In addition flag guarding ends the try.
3.3
3.3
Intercepted
Extra Points: If the offense tried to
pass the ball for an extra point, the defense can intercept and return it
across the other goal line for two points in all divisions. This is regardless of the original line of
scrimmage or how many points the offense was trying to score.
3.4
3.4
Kickoffs
after Extra Points: See rule 6.2.1 and
6.2.2.
3.5
3.5
Kickoffs
after Safeties: See rule 6.2.4.
4.1
4.1
Carrying
the Ball: The ball-carrier may never: 1) flag shield
(using the hand or ball), 2) lower the shoulder (charge), 3) crawl, 4) dive to
advance the ball, or 5) toss the ball in the air to avoid a flag pull while in
possession of the ball (toss to self). A
ball-carrier that falls or a receiver that dives to make a catch may get up and
advance the ball unless one-hand touched by a defender before being on both
feet again. The stiff-arm is legal in
all Divisions only and must be applied to the upper chest only. Jumping over a fallen defender is legal.
4.2
4.2
Formations:
4.2.1
4.2.1
All
Divisions: The offense must have a minimum of four
men on the line of scrimmage.
4.2.2
4.2.2
All
Divisions: See rule 4.3 about eligible receivers.
4.3
4.3
Eligible
Receivers: Of the players on the line of scrimmage, only
the ones on each end are eligible to catch a pass, hence the terms "tight
end" and "split end".
Other players must be off the line of scrimmage by one yard to be
eligible receivers. These other
receivers may be between the tackle and the end, between the end and the
sideline, or in the backfield.
4.4
4.4
Passes: Only one forward pass is allowed per play. A forward pass is a ball thrown or handed
forward, overhand or otherwise. A
lateral is a ball thrown parallel to the line of scrimmage or toward the
offensive side of it, overhand or otherwise.
A lateral is, by definition, not forward.
4.5
4.5
Blocking: See rule 1.6.
4.6
4.6
Offensive
Line: Offensive lines must have the center
between the tackles, with each lineman within arm's length of the lineman next
to him. Offensive lineman must have two
feet on the line of scrimmage at the snap.
Offensive linemen are ineligible to take handoffs or catch passes unless
tipped by a defensive player first. It’s
ineligible receiver downfield if an offensive lineman is more than three yards
past the line of scrimmage on a pass play.
4.7
4.7
Going
Out of Bounds: An offensive player
without the ball that steps out of bounds on his own is ineligible to re-enter
during that play.
4.8
4.8
Legal
Catch: A legal catch is defined the same as in
the NFL. For a legal catch, the player
must control the ball throughout the act of touching both
feet, or any other part of the body except the hands, to the ground in
bounds. If pushed out of bounds by a
defender during the act of catching the ball, an official may rule that the
player would’ve been in bounds without the contact and award a catch.
4.9
4.9
Bad
Snaps: Snaps that hit the ground are considered
fumbles. See rule 1.7 concerning
fumbles.
4.10 4.10 Sleeper Plays: To be eligible to participate in a given offensive
play, a player must've been in the previous huddle (no
sleeper plays) and no player changes can occur during a "hurry-up"
offense. These are illegal procedure.
4.11 4.11 Tackle Eligible: One tackle can become an eligible receiver if the
linesman (referee when two officials are used) is notified prior to the play
and the tight end or running back immediately fills the void left by the tackle
on the line of scrimmage. Only one
tackle can be eligible on a given play.
The official will not notify the defense.
4.12 4.12 Center's Exchange: The ball must be snapped through the center's
legs. At that time, possession of the
ball must be transferred from the center to another player (quarterback) and
cannot remain with or come back to the center.
The quarterback may then transfer possession of the ball to an eligible
receiver as per rule 4.6. Note that this
effectively makes illegal a center sneak and associated plays.
5.1
5.1
Rushing
the Quarterback: See rule 1.4.
5.2
5.2
Formations:
5.2.1
5.2.1
All
Division: Defenses may choose any defensive scheme
they please with the exception being the defensive linemen. A Division defensive line (3) may lineup
anywhere they choose inside or outside of the offensive linemen. Within B &
C division the three defensive linemen must lineup shoulder to shoulder with
the offensive linemen.
5.3
5.3
Bumping
Defenders: Each defender is allowed only one chuck of
a receiver. A legal chuck (or bump) is
with open hands between the waist and shoulders within the first five
yards. The hands must be withdrawn after
the initial contact.
5.4
5.4
Pass
Defense: The defender cannot use contact to break
up a pass play. It's pass interference
to shield the receiver's eyes. The
defender cannot de-flag the receiver prior to the reception. After a pass is touched, contact can be made
without pass interference being called.
However, a pass may still not be broken-up with contact.
5.5
5.5
Tackling: Any tackle within 10 yards of the end zone will be
judged a touchdown automatically unless other defenders are present to stop the
ball carrier.
5.6
5.6
Pushing
Out of bounds: Any push out of bounds
within 10 yards of the end zone will be judged a touchdown automatically,
unless other defenders are present to stop the ball carrier.
5.7
5.7
Free
Blitz in All Divisions
5.8
5.8
Ball
Retrieval: The defense is responsible for retrieving
the ball and bringing it back to the linesman after each play as fast as
possible or a delay penalty will be charged.
5.9
5.9
Defensive
Audibles: The
defense is not allowed to simulate offensive calls by trying to sound like the
quarterback. This includes, but is not
limited to, saying such things as "hut-hut" or
"go-go". This is called
"Imitating the Offensive Calls".
6.1
6.1
Definitions:
6.1.1
6.1.1
Restraining
Line: This is the 40 yard-line, which the
receiving team must be behind on a kickoff.
6.1.2
6.1.2
Muff: A ball dropped or touched by a kick or punt returner who never fully had possession of the punted or
kicked ball.
6.1.3
6.1.3
Placekicks: Field goals and kicks for extra points.
6.2
6.2
Kickoffs:
6.2.1
6.2.1
All
Divisions: Teams kickoff from their own 40-yard
line. The restraining line is the other
40. There are kickoffs after all extra
point attempts.
6.2.2
6.2.2
All
Divisions: The ball must travel past the restraining
line on a fly or it's dead at the spot. Once the ball has traveled the required 20
yards on a fly, the team that catches it in the air (even if it's first been
touched by the other team) takes possession.
If neither team catches the ball before it hits the ground, then the
first team to touch the ball gets possession at the point of the touch. All muffs are dead at the point where they
hit the ground. Any kick that goes out
of bounds before the end zone comes into play at the receiving team's
restraining line. The ball must be
kicked off the ground or a regulation kicking tee. The ball may not be kicked off a kicking
block or another player’s toe or foot. The
kicking team must kick within 30 seconds of the ready whistle or a delay of
game penalty will be assessed. Fare
catch is legal if the hands are waived above the head.
6.2.3
6.2.3
After
Safeties: After a safety, the kicking team may elect
to kickoff or punt from their own 20 yard line.
The kick or punt is treated the same as a kickoff.
6.3
6.3
Punts:
6.3.1
6.3.1
Punting
Team: All punts are declared (no fakes). The snap must travel a minimum two yards from
center. As usual, bad snaps are dead
where and when they hit the ground. The
punting team must have four men on the line of scrimmage. No contact is allowed until the ball hits the
punter's foot. The punter has 30 seconds
from the ready whistle to punt the ball or delay of game will be charged. The punter cannot take more than one step
backwards before punting. He may however
take as many steps forward (no lateral steps) as he likes. The receiver is allowed a three-yard neutral
zone to make the catch (fare catch).
6.3.2
6.3.2
Return
Team: The return team must have four men on the
line of scrimmage. Three of the linemen
must be head to head with the offensive linemen, and cannot drop back until the
ball is kicked. No contact is allowed
until the ball hits the punter's foot.
All muffs are dead at the point where they hit the ground. If a muff does not hit the ground, the team
catching the ball has possession, in which case the receiving team may advance
the ball but the punting team may not.
6.3.3
6.3.3
After
Safeties: See rule 6.2.4.
6.4
6.4
Placekicks:
6.4.1
6.4.1
Kicking
Team: Upon announcing a placekick, the offense
is responsible for supplying two players to hold up the portable goal posts on
the fields where no permanent ones exist.
The holder must be a minimum of seven yards from the line of
scrimmage. The kicking team may never
advance a blocked kick, even if the ball does not touch the ground. Kicking blocks are legal. Kicked extra point attempts are from the
three-yard line. If the snap is rolling
or bouncing toward the holder play will continue and the kick may be tried
(once) if the holder does not take his knee off the ground.
6.4.2
6.4.2
Defending
a Placekick: The defense may not rush through either
lane next to the center. But if the
tackle immediately leaves his position, the defensive player may rush through
the vacated spot, but not through the aforementioned lane. The defense may rush at the snap with no
delay (free blitz in the C Division).
Defensive players may leave their feet while attempting to block the
kick, provided they land on both feet. A
nose tackle must be present in the B & C Divisions. If the defense violates any of the preceding
rules, the kick will automatically be ruled "good". If the defense comes in high-impact contact
with the holder, center or kicker, the kick will automatically be ruled
"good", a 15 yard personal foul will be charged on the kickoff, and
the player(s) involved will be ejected.
6.4.3
6.4.3
Fake
Placekicks: Fake field goals are legal in all
divisions. Fake kicked extra points are
not legal in any division.
6.4.4
6.4.4
Placement
after Missed Field Goal: If a missed field goal
was attempted inside the 20, the ball comes out to the 20. If a missed field goal was attempted outside
the 20, it comes back to the previous line of scrimmage. The exception is any returned field
goal.
6.4.5
6.4.5
Returning
a Placekick: If a missed field goal or extra point is
caught in the air by a defender before the end zone, it may be returned in the
same manner as a punt. Missed field
goals can be returned for touchdowns and missed extra points for two points (as
in rule 3.2). In this case, it doesn't
matter who (if anyone) touched the ball prior to the catch. The kicking team
may never advance a kick, even if the ball does not touch the ground. A place kick that hits the ground after being
touched is dead where it hits the ground.
7.1
7.1
Ball
Retrieval: See rule 5.8.
7.2
7.2
Equipment
(Legal): A properly inflated Wilson NFL game ball
is the only ball allowed to be used in the NVFFA. The Triple-Threat flag belt is the only flag
belt allowed in the C division. The
Sonic-Pop flag belt is the only flag belt allowed in the A & B
Divisions. Cut-off style jerseys must
end at least four inches above the flag belt.
Shorts or pants with pockets or belt loops will not be allowed. Anyone knotting the flag belt will be ejected
from the game. Flag belts may NOT match
pants or shorts in color. Ineligible
offensive players may NOT wear flag belts.
For rules on jerseys, see rule 9.9.
7.3
7.3
Equipment
(Illegal): No football pads, metal cleats or casts
allowed. Knee braces must be
padded with slow to recover foam, not just pants.
7.4
7.4
No
(or Hidden) Flag belt: If the eligible receiver
begins the play without a flag belt, the play is dead an
a 5-yard penalty will be assessed. If
the ball-carrier loses his flag belt during the play without it being pulled,
one-hand touch prevails. If the
ball-carrier loses his flag belt because of a defender (flag belt clip
separates), the play is dead at the point where the clip separated. If during the play, the ball-carrier's jersey
covers the flags and the defense cannot with ordinary effort pull the flag, one
hand touch prevails.
7.5
7.5
Spot
of Ball: The ball is spotted at the location of the
ball at the time of the flag pull. See
rule 4.1 for diving to advance the ball.
7.6
7.6
Team
Area: No player or coach is allowed to leave the
area bounded by the sidelines and the 20- yard markers. Coaches are responsible for keeping all
players a minimum of two yards off the sideline and all spectators a minimum of
five yards off the sideline. If the
coach crosses the sideline onto the playing field, a time out will be charged.
8.1
8.1
Officiating
Team: The team of officials consists of three
officials.
8.1.1
8.1.1
Referee: This is the head official of the game. In a two-official team, he also has the role
of linesman.
8.1.2
8.1.2
Linesman: This is the official on the line of scrimmage. In a two-official team, he also has the role
of referee.
8.1.3
8.1.3
Back
Judge: This is the official in the defensive
backfield.
8.2
8.2
Official's
Jurisdiction: The jurisdiction of the
officials extends to the confines of the entire park. This includes any visible area from the
playing field.
8.3
8.3
Officials
Disagreeing: The head official can reverse any other
official's decision.
8.4
8.4
Inadvertent
Whistles: If the whistle is blown prematurely, the
team in possession at the time of the inadvertent whistle will have the choice of the play to the point of the whistle or the
down over. If the ball is loose by punt
pass or kick at the time of the inadvertent whistle, the down is replayed.
8.5
8.5
Officials
Misapplying the Rules: See rule 9.5.
8.6
8.6
Referee
Fee’s: Three officials per game ($60.00 per
team). Four officials per game ($65.00
per team). Four officials will be
scheduled for all playoff games and regular season games the league deems
necessary. The $3.00 trash fee is
included in your referee fee.
9.1
9.1
Cleaning
the Sideline: Teams are required to
pick up their own garbage after a game.
If a team leaves garbage on it's sideline, an
official will clean it, and the offending team will pay a $25 fine to the
league office before it's next game or it will lose that game by forfeit.
9.2
9.2
Minors: The league must approve any player under the age of 18. The player and a parent must sign the waiver
giving consent.
9.3
9.3
Team
Movement: Any team winning the B or C division Super
Bowl twice will move up one division.
The championships do not have to be in consecutive seasons. Teams forced up that win two or fewer games
in consecutive seasons may be moved down.
9.4
9.4
Player Movement:
A player may only move down one level of play per season. A maximum of three players from any one team
may move down in level of play to the same team.
9.5
9.5
Rule Challenge:
The head coach will be allowed to have one "Rule Challenge” per game in
which he may check a current NVFFA rule book to question an official's
call. His team must call a time-out and
has one minute to make his case to the head official. If the coach is correct on the Rule
Challenge, his team will receive its time-out back. If the coach is wrong on the challenge, his
team will lose its time-out. If a team
does not have any timeouts left, it may challenge one rule and will be assessed
a 15 yard penalty if wrong. The head
official will not have a time limit in making a final decision. The rule challenge eliminates the protest
rule and all games are final.
9.6
9.6
Publication
of Results: Standings and weekly results will be
posted on the league web site (www.NVFFA.com) some time on Mondays, and will
appear in area newspapers.
9.7
9.7
Rain-Outs: In the event of heavy rain Saturday or Sunday morning,
the entire schedule for game-day may be canceled. If this happens, a message to that effect
will be on the league's rain hot-line ((703) 968-2889 by
9.8
9.8
Refunds: No refunds are given after the opening kickoff of your
first game. No refunds are given to
teams that win by forfeit, but replacement scrimmage games will be scheduled
when possible. There are no refunds for
teams removed from the league for disciplinary reasons.
9.9
9.9
10.1
10.1
Forfeits
(Enforcement): If the minimum number of
players is not present (see rule 10.3) 15 minutes after the scheduled start
time, a forfeit is declared. If players
arrive late but before the forfeit time, the time spent waiting is deducted
from the first half, the team on time wins the toss, and a 15-yard personal
foul is assessed on the kickoff against the late team. An official will give a five-minute warning
before time is deducted. The forfeit
time is 15 minutes from the scheduled starting time, even if the previous game
ends late. If one team plays with less
than the maximum amount, the other team must play with either the same amount
or one more player than the short-handed team.
10.2
10.2
Forfeits
(Result): The team that forfeits will pay both
officials for that game. After the first
forfeit, that team must mail a new forfeit deposit to the league office by the
Friday prior to its next game or that team is out of the league. After two forfeits, a team is automatically
out of the league. Teams winning by
forfeit receive a minimum of 6 points and a maximum of 35 points calculated by
dividing the winning teams net points minus the forfeiting team's net points by
the number of games prior to the forfeited one.
Any team that forfeits by
10.3
10.3
Number
of Players:
Eight players per team on the field.
Fewer than six players will result in a forfeit.
10.4
10.4
Toss
of the Coin: The team that wins the toss can choose 1)
to receive 2) to kickoff, 3) direction, or 4) to defer their choice to the
second half. The team not choosing for
the first half will choose for the second.
Note that teams do not automatically change direction at halftime. Captains must bring their weekly sign-in
sheet (waiver) and official's fees to the officials at the coin toss.
10.5
10.5
Wet-Weather
Rules: At times, the fields will be excessively
wet, but not enough to cancel the games.
In that case, the head official at each field will enforce wet-weather
rules. Use of wet-weather rules will be
determined on a game-by-game basis and may not necessarily be the same for each
game on a given day or field.
Wet-weather rules are 1) punts are dead where they stop or are caught or
touched, 2) no other kicking, 3) if a player's knee touches the ground he's
down at that point, and may not advance the ball further, and 4) if a team is
leading by 35 or more points anytime after halftime the game ends. In addition officials have been instructed to
stop the game if the playing field risks being damaged.
11.1
11.1
Roster
Limitations: The roster limit is 24 players per
team. Players may be added to the roster
until the end of the fourth game by adding manually to our website message
board (www.nvffa.com).
11.2
11.2
Waivers: All teams type and sign a waiver, and release of
liability prior to participation in any NVFFA game. Attendance at games is
determined by players’ names appearing on the waivers (typed &
signed). Injured players can receive
attendance credit by signing their names on the waiver form for that week and
writing "Injured Reserve" next to their name. Each team hands in their weekly waiver at the
toss of the coin. Teams without waivers
are charged $3.00 per waiver. Teams with
incorrect waivers after game three will be charged $2.00 per game. If a player arrives late, he must sign-in
prior to taking the field. A time out
must be used by EACH team to accomplish this unless it's done at a two-minute
warning or half-time. Players (including
injured players) must be present to sign the waiver.
11.3
11.3
Player
Limitations: Once a player has signed a waiver for a
team, he is bound to that team for the remainder of the season unless his
present coach agrees to release him. No
released player can join a team more than one division lower than his previous
level. If a player changes teams after the fourth game then he will not be
allowed in the play-offs. No player can
belong to two teams, regardless of what division it's in.
11.4
11.4
Minors: See rule 9.2.
11.5
11.5
Play-Off
Qualifications: All players must be
present at a minimum of four games to be eligible for the play-offs. Any player not eligible will cause his team
to forfeit that game and any game the illegal player played in. Presence at games is determined by the
waivers, which are detailed in rule 11.2.
All players will be required to show their driver's license (if
questioned) prior to each post season game.
12.1
12.1
Enforcement
Notes: When penalty yardage exceeds more than 50%
of remaining yardage to the goal line, the ball is spotted half the distance to
the goal line. For a defensive penalty
during a score, enforcement is on the kickoff.
If both teams commit a penalty on the same play, the play is run over
(this is called off-setting penalties).
If one team commits multiple fouls on same play, only largest single one
is enforced. In addition, all personal
fouls are always enforced.
12.2
12.2
Voluntary
Penalties: If the offense begins a possession five or
less yards before the next first down, the defense can voluntarily be penalized
five yards by telling an official before the snap. This penalty against the defense cannot be
refused.
12.3
12.3
Unnecessary
Roughness: Any infraction in flag football that is
deemed potentially hazardous by an official can be elevated to Unnecessary
Roughness. This can lead to a 15-yard
personal foul and include ejection.
12.4
12.4
Spot
Fouls: These penalties are presumed to end or
prolong a play illegally. Therefore, the
play counts up to the point of the infraction and enforcement of the penalty
requires assessment of yardage from the spot of the foul. An example is tackling, in which case, the
play would've continued except for the tackle.
If the offense earns a first down, but enforcement of a spot foul brings
the ball back over the first down line, they still have the first down. But to earn another first down, they must
cross the line they would've needed to cross had there been no penalty. If a defense in possession of the ball or a
return team commits this type of foul and enforcement of the foul brings the
ball back over a first down line, they have first down and must cross the
nearest marker to earn another first down.
12.5
12.5
Drawing
Offside: Defenders are allowed to attempt to draw
offensive players offside or attempt to make offensive linemen move. But, in the C Division, defenders must do
this without stepping into the neutral zone or crossing the line of scrimmage
at any time between the ready whistle and the snap. If a flag is thrown for this violation as a
play starts, the play will be run, as in an encroachment penalty against the
defense. Violation is considered
offside.
12.6
12.6
Penalty
Assessments: These are detailed in the following Penalty Assessment Table.
2004 Penalty
Assessment Table
Penalty Name |
Yards |
Assess From 1 |
Down2 |
Ball Stripping 3 |
10 |
Play |
First |
|
10 |
Spot |
First |
Block Below Waist |
10 |
Spot |
Counts |
Blocking Downfield (Pick Play) 7 |
10 |
Scrimmage |
Replay |
Charging |
10 |
Spot |
Counts |
Clipping |
15 |
Spot |
Counts |
Crawling with Ball |
10 |
Spot |
Counts |
|
0 |
Spot |
First |
Delay of Game |
5 |
Scrimmage |
Replay |
Diving with the Ball |
10 |
Spot |
Counts |
Encroachment (Defensive Offside) |
5 |
Scrimmage |
Replay |
False Start (Offensive Offside) 5 |
5 |
Scrimmage |
NA |
Flag Shielding (With Hand or Ball) |
10 |
Spot |
Counts |
Helping the Runner |
5 |
Spot |
Counts |
Holding (Offense or Defense)6 |
10 |
Scrimmage |
Replay |
Illegal Blocking |
10 |
Spot |
Counts |
Illegal Chuck on Receiver |
10 |
Scrimmage |
Replay |
Illegal Flag Pull |
15 |
Play |
First |
Illegal Formation |
5 |
Scrimmage |
Replay |
Illegal Forward Pass |
5 |
Spot |
Counts |
Illegal Participation 8 |
10 |
Scrimmage |
Replay |
Illegal Procedure / Motion 9 |
5 |
Scrimmage |
NA |
Illegal Sleeper/Substitution |
5 |
Scrimmage |
Replay |
Illegal Tackle Eligible |
5 |
Scrimmage |
Replay |
Illegally Worn Equipment |
5 |
Scrimmage |
Replay |
Imitating the Offensive Calls |
5 |
Scrimmage |
Replay |
Ineligible Receiver Downfield |
10 |
Scrimmage |
Replay |
Ineligible Receiver Catch |
10 |
Scrimmage |
Replay |
Intentional Grounding 10 |
5 |
Spots |
Counts |
Not Enough Players on Line |
5 |
Scrimmage |
Replay |
Obstruction of Ball-Carrier |
10 |
Play |
Replay |
|
10 |
Scrimmage |
Counts |
Personal Foul (Offense) |
15 |
Scrimmage |
Replay |
Personal Foul (Defense) |
15 |
Scrimmage |
First |
Punt Return Neutral Zone Violation |
5 |
Scrimmage |
Replay |
Push Out of Bounds 11 |
10 |
Spot |
First |
Roughing the Passer 12 |
15 |
Play |
First |
Roughing the Holder/Center/Kicker13 |
15 |
Play |
First |
Stiff Arm (C Division) |
10 |
Spot |
Counts |
Tackle 11 |
10 |
Spot |
Replay |
Toss to Self 14 |
10 |
Spot |
Counts |
Tripping (Offense or Defense) |
10 |
Spot |
Replay |
|
|
1 |
The word “play” in this column denotes that yardage is added to
the end of the play, or the original line of scrimmage on an incomplete pass. |
2 |
“Counts” in this column means the down just played counts and is
not replayed. This is the same as “loss of down”. This does not mean that the
offense is penalized one down. |
3 |
It is not ball stripping if the ball-carrier losses the ball
while using it to guard the flag. |
4 |
A Delayed Blitz is when a defender crosses the line of scrimmage
between the snap and the end of the |
5 |
The play is blown dead before it is run. |
6 |
Holding a Ball-Carrier is Obstruction of the Ball-Carrier, not
defensive Holding. |
7 |
One receiver running a pick for another before a pass is
touched. |
8 |
This includes playing without signing the waiver and violations
of rule 4.10 |
9 |
Illegal procedure is a dead-ball foul. Two men in motion is a
live ball foul. |
10 |
Unlike in the NFL, intentional grounding can occur in or out of
the pocket. |
11 |
Any tackle or push out of bounds within 10 yards of the end zone
will be judged a touchdown automatically unless other defenders are present
to stop the ball carrier. |
12 |
Anything exceeding incidental contact with the quarterback will
be judged “roughing the passer”, a personal foul. |
13 |
Roughing the kicker, holder or center on a placekick play (field
goal or extra point) is penalized as follows: 1) the kick is “good”, 2) a 15
yard personal foul will be administered on the kickoff, and 3) the offending
player may be ejected from the game. |
14 |
This is tossing the ball in the air to avoid having the ball
while the flag is pulled. |
13.1
13.1
Treatment
of Officials and Commissioner: Any
coach or player that curses at an official or commissioner will be
ejected. The following behaviors on the
part of any coach or player will result in suspension or ejection from the
league: 1) telephoning an official at his home or work (excluding head coaches
calling the head official of the league), 2) threatening or touching an
official, or 3) verbally or physically attacking an official (including racial
or religious remarks). Additionally,
charges will be pressed with the police if applicable. The above behaviors (except phone calls) are
prohibited within the confines of the entire park including any visible area
from the playing field.
13.2
13.2
Treatment
of Coaches and Players: Shoving and verbal
challenges during a game will result in a personal foul. Two personal fouls (live or dead ball) by the
same player require that player to be automatically ejected from the game. The first fight in any season results in a
four-game suspension. Two fight
suspensions result in that player's expulsion from the league for the remainder
of the season. Physical or verbal attack
(including racial or religious remarks) results in suspensions or ejection from
the league.
13.3
13.3
Suspensions: Once a player is suspended or expelled from the league
for any reason, he may not attend the games he is suspended from. A coach who is suspended may coach his team
up until kickoff. He must then remove
himself from the teams sideline. Coaches will be notified by Thursday
13.4
13.4 Illegal Hits/Late Hits: If a player
hits another player with the intention of causing bodily harm this player will
be ejected from the game and placed on 1 season probation. If a player receives
a second violation then he will be suspended for 4 games and fined $100.00. A
third offense in the same season will result in a one year suspension and a
$250.00 fine.
13.5
13.4
Fights: Should a fight develop, coaches are expected to react
in the following manner: 1) secure your sideline to avoid all-out brawl, 2)
remove your involved player(s) from the field and see that they drive out of
the park, and 3) supply the name(s) of those involved to the head
official. Failure to act as prescribed
will result in your removal as coach.
Fighting among teammates will result in a suspension from
13.6
13.6
Bench
Clearing: If your sideline empties out onto the
field, the game can be ended and one or even both teams forfeit. Any team the
clears the bench with the intention to fight and as a result multiple fights
occur then the team(s) will be fined $500.00 and receive a one year suspension
and or the team will be expelled from the league in serve cases.
13.7
13.7 Fines: If a player or a team has been
given a fine then that player or team must pay the league office the entire fee
prior to them playing another game. If a
player is caught playing without paying his fine then that player will be
suspended for 8 games. If a team let’s a player play while under suspension
then that team will be fined $100.00 and receive a loss for that game. If the
team receives a fine and does not pay the fine prior to the Friday before the
game then the league will contact the other team and notify them that they do
not have a game and that they will receive the win.
13.8
13.8 Fine Allocation: All fines received
from players or teams will be used strictly to better the NVFFA (ie. Website, awards, fields, sponsorship and or events). At
no point will the fines be issued to the league officials for their personnel
use.
13.9
13.9
Dogs
and Radios: No dogs or radios allowed on park or
school grounds.
13.10 13.10
Parking: Never park on the grass regardless of field site.
13.11 13.11
Alcohol: Any team observed drinking alcohol at any field will
be suspended from play for the following week and will also receive a forfeit
for that week.
14.1 14.1 Standings: Standings are decided in the following manner: 1)
won-loss record, 2) head-to-head results, 3) total net point differential,
and 4) total points scored.
14.2 14.2 Head-to-Head Results: Head-to-head results are determined
by wins and loses in games played between the tied teams without regard
to the scores of those games. When more
than two teams are tied, and more than one game has been played between any
pair, the total won-loss record between all the tied teams is not used. Instead, the below procedure is used. The intention is to determine head-to-head
tie-breakers between each pair of teams and see which one has the best of those
head-to-head tie-breakers. The logic is
that in a tie-breaker between two teams, head-to head tie-breakers are no more
potent with a team beating a team two out of two than one out of one. So, it shouldn't be more potent when there
are three teams tied. Also, a team that
has had two wins against one of the tied teams may have had an opportunity that
a third team didn't.
14.2.1 14.2.1 Tie-Breaker Wins: For every team in this tie-breaker that a team had a
winning record against, it gets a tie-breaker win. It does not get two tie-breaker wins for an 2-0 record against one of the other teams because the
intention is not to record wins and loses, but which teams won tie-breakers
against which other teams.
14.2.2 14.2.2 Tie-Breaker Loses: For every team in this tie-breaker that a team had a
losing record against, it gets a tie-breaker loss. It does not get two tie-breaker losses for an 0-2 record against one of the other teams because the
intention is not to record wins and loses, but which teams won tie-breakers
against which other teams.
14.2.3 14.2.3 Tie-Breaker Ties: For every other team in this tie-breaker that a team
played at least one game but had an even record against, it gets a tie-breaker
tie.
14.2.4 14.2.4 No Head-to-Head Games: For every team with a 0-0-0 head-to-head tie-breaker
record, it is considered inappropriate to use this tie-breaker. They advance to the next tie-breaker.
14.2.5 14.2.5 Example: If three teams are tied, and Team A beat Team B but
lost two games to Team C, Team A gets a head-to-head one tie-breaker win (for
its win against Team B) and one loss (for its two losses to Team C). If Team B beat Team C, Team B also is 1-1 in
head-to-head. Also, Team C gets a
tie-breaker win (for its two wins against Team A) and one loss (for its loss to
Team B). Therefore, in this example, the
head-to-head tie-breaker fails to break the tie.
14.3 14.3
Cross
Conference Ties: Breaking ties between
teams from different conferences (divisions within a class of play) for playoff
qualifications or seeds is done in the same way as breaking ties within a
conference with one significant exception.
If more than one team from a conference has the same won-loss record as
a team or teams from other conferences, only one team from each conference is
allowed to enter the tie-breaker at a time.
Therefore, the ties are broken within a conference first. If
a tie is broken in this fashion between teams from more than one conference,
the winner of the tie-breaker advances and the next team from its conference
with the same won-loss record enters the tie-breaker if there is a need to
continue the tie-breaker.
14.3.1 14.3.1 Leapfrogging: When this procedure is followed, there would never be
a situation where a team is behind another team in It's
conference standings and then has a higher playoff seed than that team.
14.3.2 14.3.2 Point Differential: When this procedure is followed, it's possible for two
teams of the same won-loss record to not be seeded in the order of point
differential. This is because the higher
tie-breaker is head-to-head and some ties might have been broken for standings
purposes prior to the playoff tie-breakers.
This is a necessary risk in order to prevent the possible leapfrog
described above.
Teams wishing to
participate in regional or national tournaments that occur during NVFFA league
play must notify the NVFFA league office PRIOR to the start of the season. The NVFFA will then reschedule their game for
another weekend without penalty. Teams
that notify the NVFFA league office of tournament intentions after the start of
the season will be subject to the following guidelines:
1.
For a game to be
rescheduled, you must get the consent of your opponent to reschedule that game;
or
2. If your opponent refuses to reschedule
the game, you will be given a forfeit loss.
Please e-mail the President, David Bentley, with any questions.
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