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NVFFA RULES

 

 FALL 2004

Last Edited 7/29/04 By: David Bentley

 

 

 

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        Overview of Game Structure

 

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.

 

 

 

2.0       2.0        The Clock

 

2.1         2.1          Game Length: Games consist of two twenty six-minute halves with a two-minute warning in each half.

 

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.

 

 

 

3.0       3.0        Scoring

 

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.

 

 

 

4.0       4.0        Offense

 

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.

 

 

5.0       5.0        Defense

 

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".

 

 

 

6.0       6.0        Special Teams

 

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.

 

 

 

7.0       7.0        Miscellaneous Game Rules

 

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.

 

 

 

 

8.0       8.0        Officials

 

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.

 

 

 

9.0       9.0        Team Rights and Responsibilities

 

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 7:00 AM Sunday morning. It's the responsibility of the coaches to find this out by calling the rain hot-line, and then to notify their players. If games are canceled due to bad weather, any team observed playing on a league field will be fined $250.00.

 

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          Jerseys: All teams must have numbered jerseys matching in color by game four. Any player who doesn't, cannot play. All jerseys on a team must be exactly the same except for the value of the number and the player’s name (if any). For example, any stripes, sponsor’s names, colors and other items must be exactly the same. The player’s names and numbers must match in color but the names and numbers themselves will be different. All jersey’s must be tucked in the pants/shorts or taped tightly above the flag belt.

 

 

 

10.0       10.0         Pregame Information

 

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 noon Thursday will not lose their forfeit fee.

 

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.

 

 

 

11.0       11.0         Rosters

 

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.

 

 

 

12.0       12.0         Penalties

 

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

Breaking-Up Pass with Contact

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

Defensive Pass Interference

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

Offensive Pass Interference

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 Mississippi count.

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.


13.0       13.0         Personal Behavior

 

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 6:00pm regarding player suspensions.

 

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 1 to 4 weeks. If one player throws a punch then the player or players involved will be suspended for 4 games and will receive a $100 fine, if the player or players return to the field after the fight has been broken up to try to continue the fight that player will be suspended for 1 season and result in a $250.00 fine. If a player is in 2 fights within the season then he will be suspended from the league for one year and receive a $350.00 fine.

 

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.

 

 

14.0   14.0    Tie-Breakers

 

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.

 

 

 

REGIONAL & NATIONAL TOURNAMENTS

 

 

 

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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