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  1. This is the source of all of the rulings to be used during the game play of MFL games.
  2. This Handbook consists of 17 sections.
  3. SEC I- Key Abbreviations
  4. SEC II- Rulings
  5. SEC III- Team/Roster Rules
  6. SEC IV- Team Requirements
  7. SEC V- Gameplay
  8. SEC VI- Offense
  9. SEC VII- Defense
  10. SEC VIII- Special Teams
  11. SEC IX- Touchdowns
  12. SEC X- Touchbacks
  13. SEC XI- Safeties
  14. SEC XII- Onside Kicks
  15. SEC XIII- Overtime
  16. SEC XIV- Lag Rules
  17. SEC XV- Flags
  18. SEC XVI- Officiator Given Flags
  19. SEC XVII- Stadium Requirements
  20. SEC XVIII- Cheating
  21. -----------------------------------------
  22.  
  23. [SEC I]
  24. **KEY ABBREVIATIONS**
  25. KWR: Kick When Ready (Referee approval of kicking the ball)
  26. PC: Play Clock (Referee approval of offense hiking the ball)
  27. PAT: Point After Touchdown (Referee approval of going for 1 or 2 points after a touchdown)
  28. OTO: Official Time Out (Referee timeout to discuss a call or malfunction during a game)
  29. OTI: Official Time In (Referee signal to resume a game)
  30.  
  31. [SEC II]
  32. Rulings:
  33. - 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.
  34.  
  35. - 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.
  36.  
  37. - 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.
  38.  
  39. - 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.
  40.  
  41. - Catch(C): An offensive player receives a live ball in his inventory before it makes contact with the ground while landing 2 feet inbounds.
  42.  
  43. - Incomplete(INC): A live ball makes contact with the ground after leaving a player's inventory before being received by any player.
  44.  
  45. - Interception(INT): A defensive player receives a live ball in his inventory while landing 2 feet inbounds.
  46. - 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.
  47.  
  48. [SEC III]
  49. Team/Roster Rules:
  50. - If teams have 8 or more, 8v8 must be played. There is no more choosing 7v7 if both teams have 8+.
  51. - A team may only forfeit if they do not have enough players, or if one of the players/coaches admin-abuses the entire stadium.
  52. - Signing only occurs when both team owner and player agree to terms,
  53. - Trades only occur when both team owners agree to releasing and receiving the player/players
  54. - If a player is traded to a team after already playing a game that week he cannot play again that week. (Players cannot play twice in one week)
  55. - Releasing occurs when team owner states who he releases.
  56. - If a player is released after already playing a game that week he cannot play again that week.
  57. - 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 NFL and may result in removal of a player. This rule is put in place to ensure every player enjoys their time in the league.
  58. - 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.
  59. - If a player is caught using an alternative account(alt) to join multiple teams that player will be suspended for 2 weeks minimum.
  60.  
  61. [SEC IV]
  62. Team Requirements:
  63. - Teams must have matching uniforms or "swagify" to obviously divide both teams among color while in a game.
  64. - Home teams wear dark(colored) uniforms.
  65. - Away teams wear light(white) uniforms.
  66. - Failure to have either one will result in "swagify" uniforms.
  67. - ALL Players must wear a helmet.
  68. - Failure to wear a helmet after being told once will result in a flag.
  69.  
  70. [SEC V]
  71. Game Play:
  72. - 4 quarters, 6 minutes
  73. - 4 downs, FD = 10 yards
  74. - Teams are given 3 time outs per half
  75. - The clock doesn’t stop after first downs
  76. - Clock is stopped after: Kick offs, turn over on downs, play goes out of bounds, ball is spiked, incomplete passes, and turnovers.
  77.  
  78. [SEC VI]
  79. Offense:
  80. - Snap is required, QB can say “Hike” as many times as he wants but the play doesn’t start until the ball is snapped which allows both teams to cross line of scrimmage.
  81. - Double passing is allowed.
  82. - Once you have one forward pass you cannot pass forward again.
  83. - QB may rush at any time.
  84. - 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.
  85. - 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.
  86. - It is not pass interference if the QB does not pass to the WR that committed the penalty.
  87.  
  88. [SEC VII]
  89. Defense:
  90. - On hand offs, the defense may not jump over blocks before the RB crosses the line of scrimmage.
  91. - Rushers cannot jump over a blocker if they are behind the line of scrimmage blocking for the QB.
  92. - Players are not allowed to stack on each-others heads.
  93.  
  94. [SEC VIII]
  95. Special Teams:
  96. - Away team chooses heads or tails before regulation or OT. Home team chooses what side they defend and it switches at half time.
  97. KICKOFFS
  98. - Kick offs are done at the 35,receiving team cannot go past their 45,
  99. - Kick with any power
  100. - If the ball is kicked on 100 power it must stay in bounds.
  101. - 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.
  102. PAT FIELD GOALS
  103. - For PAT LOS is 10 yard line
  104. - PAT FGs are kicked on 80 or below power
  105. - Ball must be snapped to kicker prior to the kicker calling hike
  106. - Kicker must be within 20 yard line and can only jump
  107. - Defense may not stack before the snap
  108. - The ball has to pass in between both uprights to be ruled good
  109. AUTO PUNTS
  110. - Auto punts are forced unless it is within 2 minutes of the 2nd or 4th quarter.
  111. - Auto punts are forced unless the current LOS is past the 50 yard line.
  112. - 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.
  113. FIELD GOALS
  114. - Field goal power must be 80.
  115. - Kicker must be within 10 yards of the LOS
  116. - 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.
  117. - Kicker can only jump while having possession of the ball.
  118. - 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.
  119. - 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.
  120.  
  121. [SEC IX]
  122. Touchdowns:
  123. - A touchdown is a score that is worth 6 points and is followed by a PAT.
  124. - Touchdowns occur instantly when a ball carrier of the offense crosses the plane of the endzone without being ruled down.
  125. - If a player drops the ball after crossing the plane it will not be considered a fumble.
  126.  
  127. [SEC X]
  128. Touch backs(TB):
  129. - A touch back occurs when the football goes out of the side or back of the endzone on kickoffs.
  130. - A touch back also occurs when the football touches the endzone on a punt.
  131. - A touch back also occurs when a ball is intercepted and the defense kneels or gets tackled in the offense's endzone.
  132.  
  133. [SEC XI]
  134. Safeties:
  135. - A safety is committed when the defense sacks or tackles the offense in their own end zone.
  136. - When the team throws the football out of the back end zone behind them during a play.
  137. - When a player steps out of the back or side of the end zone during a play (Unless the football is received in the end zone during a kick or interception)
  138. - Post to a safety the team that was sacked or tackled must punt on 80 from their 20 yard line.
  139. - If a safety kick goes OOB the LOS will be the 50 yard line.
  140.  
  141. [SEC XII]
  142. Onside Kicks:
  143. - Team A - Kicking Team
  144. - Team B - Receiving Team
  145. - Only 1 onside allowed per team
  146. - Ball must go 10 yards and must be caught at Team B's 45.
  147. - Ball must be caught at Team B's 45 even if Team A is flagged.
  148. - Team A must kick 10,15,20,25+ yards to Team B's 45 depending on LOS due to flags.
  149.  
  150. [SEC XIII]
  151. Overtime:
  152. - Team A starts with an offensive possession at Team B's 25-yard line.
  153. - If team A scores a FG, team B has a possession to tie or win.
  154. - If team A lets up a safety, the game is over and team B wins.
  155. - If team A throws a pick and the team B kicks a FG or gets a TD, team B wins.
  156. - If OT ends still tied, another OT will be added until the game is decided.
  157. - If the OT extends to triple OT 1 point PAT's are no longer allowed and 2 point conversions must be attempted.
  158.  
  159. [SEC XIV]
  160. Lag Rules:
  161. - If a player sacks the QB from 4+ yards away it will be ruled a “mile sack” and will result in a redo.
  162. -(If the same player does this 3 times they will be ejected)
  163. - If a player intercepts the QB’s throw which is obviously air born past the defender, it will be a ruled a “mile int” and will result in a redo.
  164. - If a player tackles a player that is obviously scoring a touchdown from 5+ yards it will be ruled a “mile tackle” and result in an automatic touchdown.
  165. - If a QB is obviously lagging and teleporting around the field and gains yards from the current LOS or gets an open passing lane it will be ruled a dead ball and be a redo.
  166. - If a receiver is obviously lagging and teleporting around the field and gets passed to, the play will be ruled a dead ball and be a redo.
  167.  
  168. [SEC XV]
  169. Flags:
  170.  
  171. Illegal Hike - 5 yards: QB hikes the ball and moves without the ball being snapped.
  172.  
  173. 3 Second Fumble Rule:
  174. - 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)
  175. - If a QB is sacked and throws the ball backwards it will be ruled a fumble, if he throws the ball forward it will be ruled a sack.
  176. (This does not apply on TOD)
  177.  
  178. Offsides - 5 yards
  179. - Player is lined up on wrong side of line of scrimmage after hike is called.
  180.  
  181. Kickoff Offsides - 5 yards
  182. - Player is lined up past the 35 yard line on the kicking team after a kick.
  183. - Player is lined up past the 45 yard line on the receiving team after a kick.
  184.  
  185. Moving Hike(Branch of False Start) - 5 yards
  186. QB hikes the ball while in motion (exception of chat delay).
  187.  
  188. Illegal Formation - 5 yards
  189. Offense & Defense stacking on each other's head is NOT allowed.
  190.  
  191. Neutral Zone Infraction - 5 yards
  192. Defense lines up on the wrong side of/jumps the line of scrimmage before the play is in action without making contact with the offense. Usually called when an offense uses snap count
  193.  
  194. Encroachment - 5 yards
  195. - Defense jumps the line of scrimmage before the play is in action and makes contact with the offense. Usually called when an offense uses snap count.
  196.  
  197. False Start - 5 yards
  198. - Offense jumps the line of scrimmage before hike is called or before the QB moves.
  199.  
  200. Pass Interference - 5 yards
  201. - WR pushes off or sets pick.
  202. - CB pulls out a football causing a secondary tackle.
  203.  
  204. Hurdle Flag - 5 yards
  205. - Ball carrier jumps during a live play.
  206.  
  207. QB Hurdle Flag - 5 yards
  208. - QB jumps 3 times(jump passing doesn't count) behind LoS.
  209.  
  210. Illegal Forward Pass - 5 yards
  211. - A team throws the ball forward twice in one play.
  212.  
  213. Over the Blocker - 5 yards
  214. - A rusher jumps over blocker behind LoS during run play.
  215. - A rusher jumps over a blocker behind LoS that is blocking for the QB.
  216.  
  217. 2 Balls - 5 yards
  218. - The offense has 2 balls out when hike is called.
  219.  
  220. Unsportsmanlike Conduct - 5 yards
  221. - A player is complaining, insulting, etc.
  222.  
  223. Holding - 10 yards
  224. - A player takes out a ball and tackles someone.
  225.  
  226. Sideline Flag - 5 yards
  227. - A player stands in front of yellow or white line bordering the field
  228. - This applies to both sidelines to ensure proper chain usage and reduce interference from players on the sideline.
  229.  
  230. Uniform Flag - 5 yards
  231. - A player is not in proper uniform.
  232.  
  233. [SEC XVI]
  234. Officiator Given Flags:
  235. - Players are flags by referees for complaining, insulting, etc. After one flag you are subject to ejection.
  236. - Referees have ALL rights to skip the first flag if it is drastically needed.
  237. - You are subject to suspension if you are ejected from a game.
  238.  
  239.  
  240. [SEC XVII]
  241. Stadium Requirements:
  242. - All teams will have a stadium approved by the Commissioner
  243. - All stadiums must be approved by xFL0, they must have: proper tackle, scoreboard, admin, football, team spawns, FD chains with hopper bin tool, coin.
  244.  
  245. [SEC XVIII]
  246. Cheating:
  247. - Cheating will result on an automatic ejection and possible redo of plays,drives, or quarters.
  248. - If you are ejected you are subject to suspension
  249. - Whole week suspensions will leave you unable to interact on the group wall or at league events.
  250.  
  251. Abiding by these rules and regulations will guarantee a successful and organized league for everyone.
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