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  1. MINECRAFT FOOTBALL LEAGUE
  2. RULE BOOK
  3.  
  4. Rule 1 – Game Timing
  5. Section 1: PERIODS, INTERMISSIONS, HALFTIME
  6. LENGTH OF GAME: The length of the game is 16 minutes, divided into four periods of 4 minutes each. In the event the score is tied at the end of four periods, the game is extended by an overtime period of 4 minutes.
  7. INTERMISSIONS: There will be intervals of at least 1 minute between the first and second periods (first half) and between the third and fourth periods (second half). The referee times the 1-minute intermission and shall notify the teams after 50 seconds. The 25-second play clock will start immediately after the intermission.
  8. HALFTIME: Between the second and third periods, there shall be an intermission of 4 minutes.
  9. OFFICIAL TIME: The referee shall keep official time. Official time shall start and stop in accordance with the rules.
  10. Section 2: GAME CLOCK
  11. FREE KICK DOWN: The game clock shall start after a free kick when the ball is legally touched in the field of play. The game clock shall not start if:
  12. (a) The receiving team recovers the ball in the end zone and does not carry the ball into the field of play;
  13. (b) The kicking team recovers the ball in the field of play;
  14. (c) The receiving team signals for and makes a fair catch
  15. SCRIMMAGE DOWN: Following any timeout, the game clock shall be started on a scrimmage down when the ball is next snapped, except during the Point After Try, which is an untimed down.
  16. STOPPING THE GAME CLOCK: The game clock shall stop:
  17. (a) At the end of a down in which there is a free kick or fair-catch kick;
  18. (b) When the kicking team recovers a scrimmage kick beyond the line of scrimmage;
  19. (c) When the ball is out of bounds;
  20. (d) When the ball is dead on or behind the goal line;
  21. (e) At the end of a down during which a foul occurs;
  22. (f) When a forward pass is incomplete;
  23. (g) When the referee signals the one-minute warning for a half;
  24. (h) When a down is completed during which or after there is a change of possession; or
  25. (i) When the referee signals a timeout for any other reason
  26. Section 3: TIMEOUTS
  27. CHARGED TEAM TIMEOUTS: The referee shall suspend play while the ball is dead and declare a charged team timeout upon the request by a team captain.
  28. Item 1: Three timeouts allowed. A team is allowed three charged team timeouts during each half.
  29. Item 2: Length of timeouts. Charged team timeouts shall be 30 seconds in length.
  30. Item 3: Consecutive team timeouts. Each team may be granted a charged team timeout during the same dead-ball period, but a second charged team timeout by either team during the same dead-ball period is prohibited. If the above is attempted, or if a team attempts to call a timeout after exhausting its three charged timeouts per half, it will result in a penalty: Loss of five yards.
  31. REFEREE’S TIMEOUT: Provided that calling a timeout is not in conflict with the above rules, the referee may suspend play and stop the clock at any time without penalty to either team when playing time is being consumed because of delay, such as:
  32. (a) Required field maintenance (e.g. moving down markers);
  33. (b) Determining the spot of the ball;
  34. (c) A dispute regarding a player’s conduct;
  35. (d) If a snap is made before the referee can assume his position.
  36. The time remaining on the play clock shall be the same as when it stopped.
  37. Section 4: DELAY OF GAME
  38. 40-SECOND PLAY CLOCK: It is a delay of game if the ball is not put in play within 40 seconds after the start of the play clock. The referee will inform all players when the play clock is at 20, and then 10, seconds. Players on the field may request for the referee to inform them of the time left on the play clock immediately.
  39. 25-SECOND PLAY CLOCK: In the event of certain stoppages or other delays, a team will have 25 seconds, beginning on the referee’s signal, to put the ball in play next by a snap or a kick. Examples include:
  40. (a) A change of possession;
  41. (b) A charged team timeout;
  42. (c) The one-minute warning;
  43. (d) The expiration of a period;
  44. (e) A penalty enforcement;
  45. (f) A Point After Try; or
  46. (g) A Free Kick.
  47. Penalty: For delay of the game: Loss of 5 yards:
  48. (a) From the succeeding spot if it occurs between downs. The ball remains dead; or
  49. (b) From the previous spot if the ball was in play.
  50.  
  51.  
  52. Rule 2 – Players, Equipment, General Rules
  53. Section 1: PLAYERS
  54. NUMBER OF PLAYERS: The game is played by two teams of 2 players each.
  55. Section 2: EQUIPMENT, UNIFORMS
  56. GENERAL POLICY: Throughout the game-day period while in the stadium, all players must dress to uniform standards. The equipment referenced below is intended to provide reasonable identification to the referee. Players must wear equipment appropriate to representing their individual clubs. All visible items worn on game day by players must be issued by the League or must have approval in advance by the League.
  57. MANDATORY EQUIPMENT: Pursuant to the official colors established for each MFL club, playing squads are permitted to wear only those colors for helmets, tunics, pants, and boots. Each player on a given team must wear the same colors on his uniform as all other players on his team in the same game. Home clubs shall choose their jersey color (either white or official team color,) and visiting clubs must wear the opposite.
  58.  
  59.  
  60. Rule 3 – Free Kicks
  61. Section 1: PROCEDURES FOR A FREE KICK
  62. FREE KICK: A free kick is a kickoff or safety kick that puts the ball (arrow) in play to start a free kick down. It must be made from any point on the kicking (offensive) team’s retraining line and between the inbounds lines. A free kick must be a placekick involving the use of a bow and arrow.
  63. (a) A kickoff puts the ball in play at the start of each half, after a try, and after a successful field goal.
  64. (b) A safety kick puts the ball in play after a safety.
  65. RESTRAINING LINES: The restraining lines for a free kick shall be as follows, unless they are adjusted because of a penalty:
  66. (a) The restraining line for the kicking team shall be its 35-yard line for a kickoff and its 20-yard line for a safety kick.
  67. (b) The restraining line for the receiving team shall be the yard line 10 yards in advance of the kicking team’s restraining line.
  68. NOTE: It is recommended that the return team’s foremost player be on or ahead of their own 20-yard line in order for the kicker to be visible down the field.
  69. FORMATION: When the arrow is shot on a free kick down, all kicking team players must be inbounds and behind the restraining line when it is kicked. All receiving team players must be inbounds and behind their restraining line until the ball is kicked.
  70. CATCH OR RECOVERY OF A FREE KICK: The following applies:
  71. (a) If the player of the receiving team is hit by the arrow, or recovers it from the ground, he may advance.
  72. (b) A player of the kicking team may legally touch, catch, or recover the arrow if:
  73. (1) it first touches a receiving team player
  74. (2) it reaches or crosses the receiving team’s restraining line.
  75. (c) The ball is dead if it is caught or recovered by a player of the kicking team. If the catch or recovery is legal, the ball belongs to the kicking team at the dead-ball spot.
  76. FREE KICK CROSSES GOAL LINE: It is a touchback, if a free kick:
  77. (a) Goes out of bounds behind the receiving team’s goal line;
  78. (b) Strike the receiving team’s goal post, uprights, or cross bar; or
  79. (c) It is downed in the end zone by the receiving team.
  80. BLOCKING ON A FREE KICK: Offensive and defensive players are permitted to initiate contact on a kick return in order to provide blocking. This can be done on any part of the body except the back.
  81. Section 2: PENALTIES
  82. Penalty: For contacting the kicker: Loss of five yards.
  83. Penalty: For a kickoff out of bounds: The receiving team may elect to take possession of the ball 25 yards from the spot of the kick or at the out-of-bounds spot.
  84. Penalty: For a safety kick out of bounds: The receiving team may elect to take possession of the ball 30 yards from the spot of the kick or at the out-of-bounds spot.
  85. Penalty: For illegal touching of a free kick by the kicking team (arrow does not reach the receiving team’s restraining line): Loss of five yards, or the receiving team takes possession of the ball at the spot of the illegal touch.
  86. Penalty: For a short free kick (arrow does not reach the receiving team’s restraining line and is not recovered by either team): Loss of five yards.
  87. Penalty: For an illegal block in the back: Loss of 10 yards applied to end of the kick return.
  88.  
  89.  
  90. Rule 4 – Scrimmage
  91. Section 1: NEW SERIES OF DOWNS
  92. NEW SERIES FOR TEAM A: A new series of four scrimmage downs is awarded to Team A when the following conditions exist:
  93. (a) During a given series, the ball is declared dead in possession of Team A while at or beyond the line to gain
  94. (b) Enforcement of a foul by Team B results in the placement of the ball at or beyond the line to gain, or if the enforcement of a foul awards and automatic first down to Team A
  95. (c) The kicking team illegally recovers a free kick.
  96. NEW SERIES FOR TEAM B: A new series of four scrimmage downs is awarded to Team B when the following conditions exist:
  97. (a) Team A fails to advance the ball to the line to gain during a series of downs; or
  98. (b) There is a change of possession during the down, and team B has possession at the end of the down; or
  99. (c) When the ball is declared dead in possession of the receiving team after a free kick, scrimmage kick, or fair-catch kick.
  100. Section 2: ACTION AT OR BEFORE THE SNAP
  101. FALSE START: It is a False Start if the ball is ready for play and, prior to the snap, an offensive player who has assumed a set position charges or moves in such a way as to simulate the start of a play in an attempt to draw the defensive team offside.
  102. Penalty: For a False Start: Loss of five yards from the line of scrimmage. The foul is enforced prior to the snap.
  103. ENCROACHMENT: It is Encroachment if a defensive player enters the neutral zone (1-yard buffer from line of scrimmage) and contacts an offensive player prior to the snap.
  104. Penalty: For Encroachment: Loss of five yards from the line of scrimmage. The foul is enforced prior to the snap.
  105. OFFSIDE: A player is offside when any part of his body is in or beyond the neutral zone or beyond a restraining line when the ball is put in play.
  106. Penalty: For Offside: Loss of five yards.
  107. Section 3: POSITION OF PLAYERS AT THE SNAP
  108. BOTH TEAMS: The offensive and defensive teams must be in compliance with the following at the snap:
  109. (a) It must have one player on the line
  110. (b) No player may be out of bounds
  111.  
  112.  
  113. Rule 5 – Forward Pass, Fumble
  114. Section 1: FORWARD PASS
  115. DEFINITION: It is a forward pass if:
  116. (a) The ball (ender pearl) initially moves forward after leaving the passer’s hand(s)
  117. (b) The ball first strikes the ground, a player, an official, or anything else at a point that is nearer to the opponent’s goal line than the point at which the ball leaves the passer’s hand(s).
  118. COMPLETION OF A FORWARD PASS: A forward pass is deemed completed when the passer hits the receiver with the ball. The receiver may then advance the ball down the field until he is contacted (hit with empty hand).
  119. ILLEGAL PASSES: Any other forward pass by either team is illegal and is a foul by the passing team, including:
  120. (a) A forward pass thrown when the passer is beyond the line of scrimmage
  121. (b) A forward pass thrown after the ball has crossed the line of scrimmage and has returned behind it
  122. NOTE: If an illegal pass is intercepted, it may be advanced and the penalty declined.
  123. Penalty: For an illegal pass: Loss of down and five yards from the spot of the pass.
  124. Section 2: INTENTIONAL GROUNDING
  125. DEFINITION: It is a foul for intentional grounding if a passer, facing an imminent loss of yardage because of pressure from the defense, throws a forward pass without a realistic chance of completion. A realistic chance of completion is defined as a pass that is thrown in the direction of the receiver and crosses the line of scrimmage.
  126. STOPPING CLOCK: The passer is permitted to stop the game clock legally to save time if, immediately upon the start of play, he throws the ball directly to the ground in front of him (spiking).
  127. DELAYED SPIKE: The passer, after delaying his passing action, is prohibited from throwing the ball directly to the ground in front of him, even though he is under no pressure from defensive rushers.
  128. Penalty: For intentional grounding: Loss of down and 10 yards from the previous spot or, if the passer is in his end zone when the ball is thrown, it is a safety.
  129. Section 4: LEGAL AND ILLEGAL CONTACT WITH ELIGIBLE RECEIVERS
  130. LEGAL CONTACT WITHIN FIVE YARDS: Within the area five yards beyond the line of scrimmage, a defensive player may make unlimited contact with a receiver in front of him.
  131. ILLEGAL CONTACT WITHIN FIVE YADS: Within the five-yard zone, if the passer remains in the pocket, a defender may not make contact in the back of a receiver, nor may he continue contact once the receiver has moved beyond a point that is even with the defender.
  132. ILLEGAL CONTACT BEYOND THE FIVE-YARD ZONE: If the passer remains in the pocket, a defender cannot initiate contact with a receiver who is attempting to evade him.
  133. Penalty: For illegal contact by the defense: Loss of five yards and automatic first down.
  134. Section 5: PASS INTERFERENCE
  135. DEFINITION: It is pass interference by either team when any act by a player more than one yard beyond the line of scrimmage significantly hinders a receiver or defender’s opportunity to catch the ball.
  136. Defensive pass interference rules apply from the time the ball is thrown until the ball is caught or dead.
  137. Offensive pass interference rules apply from the start of the play until the ball is caught or dead.
  138. PROHIBITED ACTS BY BOTH TEAMS WHILE THE BALL IS IN THE AIR: Acts that are pass interference include:
  139. (a) Contact by a player who is not playing the ball that restricts the opponent’s opportunity to make the catch;
  140. (b) Cutting off the path of an opponent by making contact with him, without playing the ball
  141. (c) Initiating contact with an opponent to create separation.
  142. Penalty: For pass interference by the defense: First down for the offensive team at the spot of the foul.
  143. Penalty: For pass interference by the offense: Loss of 10 yards from the previous spot.
  144. Section 6: FUMBLE
  145. FUMBLE: A fumble is any act, other than a pass or kick, which results in a loss of player possession. The passer or rusher must have the ball visible in their hand at all times during the play. If they accidentally release the ball for any reason, it is considered a fumble.
  146. FOURTH-DOWN FUMBLE: If a fourth-down fumble occurs during a play from scrimmage:
  147. (a) The ball may be advanced by any member of the defensive team
  148. (b) The player who fumbled is the only Team A player permitted to recover and advance the ball.
  149. FUMBLE AFTER ONE-MINUTE WARNING: All fumbles are treated as fourth-down fumbles.
  150.  
  151.  
  152. Rule 6 – Scrimmage Kick
  153. Section 1: KICK FROM SCRIMMAGE
  154. KICK ON OR BEHIND LINE OF SCRIMMAGE: Team A may attempt a punt or placekick from on or behind the line of scrimmage using a bow and arrow.
  155. Penalty: For a punt or placekick that is kicked from beyond the line of scrimmage: Loss of 10 yards from the spot of the kick.
  156.  
  157.  
  158. Rule 7 – Opportunity to Catch a Kick, Fair Catch
  159. Section 1: OPPORTUNITY TO CATCH A KICK
  160. INTERFERENCE: During a scrimmage kick that crosses the line of scrimmage, or during a free kick, members of the kicking team are prohibited from interfering with any receiver making an attempt to catch the kick.
  161. Penalty: For interference on a kick: Loss of 15 yards from the spot of the foul.
  162. Section 2: FAIR CATCH:
  163. DEFINITION: A Fair Catch is an unhindered catch or recovery of an airborne scrimmage kick that has crossed the line of scrimmage, or of an airborne free kick, by a player of the receiving team.
  164. FAIR0CATCH SIGNAL: Both players on the receiving team will be provided with a block of orange wool which they will throw or place (whichever is most convenient) to indicate they are calling for the fair catch. Throwing or placing any other object will be considered invalid, and the play will not be ruled a fair catch.
  165. Penalty: For an invalid fair-catch signal: Loss of five yards from the spot of the signal.
  166.  
  167.  
  168. Rule 8 – Scoring
  169. Section 1: VALUE OF SCORES
  170. WINNING TEAM: The team that scores the greater number of points during the entire game is the winner.
  171. Note: if a team forfeits a game, the opponent will be declared the winner by a score of 2-0.
  172. TYPES OF SCORING PLAYS: Points are scored as follows:
  173. (a) Touchdown: 6 points
  174. (b) Field Goal: 3 points
  175. (c) Safety: 2 points
  176. (d) Try after touchdown: 1 point (Field Goal) or 2 points (Touchdown)
  177. Section 2: MISSED FIELD GOAL
  178. MISSED FIELD GOAL: If there is a missed field-goal attempt, and the ball has not been touched by the receivers beyond the line in the field of play, the following shall apply:
  179. (a) If the spot of the kick was inside the receivers’ 20-yard line, it is the receivers’ ball at the 20-yard line or
  180. (b) If the spot of the kick was from the receivers’ 20-yard line or beyond, it is the receivers’ ball at the spot of the kick.
  181. Section 3: TOUCHBACK
  182. DEFINITION: It is a Touchback if the ball is dead on or behind the goal line a team is defending, provided that the impetus comes from an opponent, and that it is not a touchdown or an incomplete forward pass.
  183.  
  184.  
  185. Rule 9 – Player Conduct
  186. Section 1: PERSONAL FOULS
  187. UNNECESSARY ROUGHNESS: There shall be no unnecessary roughness. This includes, but is not limited to, making contact with a player when they are out of bounds or after a play has concluded.
  188. Penalty: For unnecessary roughness: Loss of 15 yards. If the foul is by the defense, it is also an automatic first down.
  189. ROUGHING THE PASSER/KICKER: Any physical acts against the passer/kicker which, in the referee’s judgement, are unwarranted by the circumstances of the play will be called as fouls.
  190. Penalty: For Roughing the Passer/Kicker: Loss of 15 yards and an automatic first down.
  191. Section 2: UNSPORTSMANLIKE CONDUCT
  192. DISQUALIFICATION: A player who commits two personal fouls in one half will be assessed an additional Unsportsmanlike Conduct penalty. Two Unsportsmanlike Conduct penalties in one entire game will result in the player’s disqualification. Disqualification of a player causes an automatic forfeiture of the game by that player’s team.
  193. AUTOMATIC DISQUALIFICATION: A player who exhibits flagrant disregard for the rules outlined here over the course of a game, in the judgement of the referee, will be automatically disqualified without warning. Disqualification of a player causes an automatic forfeiture of the game by that player’s team.
  194. Section 3: FOULS BY BOTH TEAMS
  195. DOUBLE FOUL: If there is a Double Foul during a down, the penalties are offset, and the down is replayed at the previous spot.
  196.  
  197.  
  198. Rule 10 – Overtime Procedures
  199. Section 1: OVERTIME
  200. SCORE TIED: If the score is tied at the end of the regulation playing time of all regular season and postseason MFL games, a system of modified sudden death overtime shall be in effect, pursuant to the following.
  201. END OF REGULATION: At the end of regulation playing time, the home team shall be given the chance to kick or defer to the visitor to determine starting possession for the overtime period.
  202. EXTRA PERIOD: Following an intermission of 1 minute after the end of the regular game, the extra period shall commence.
  203. (a) Both teams must have the opportunity to possess the ball once during the extra period, unless the team that receives the opening kickoff scores a touchdown on its initial possession, in which case it is the winner, or if the team kicking off to start the overtime period scores a safety on the receiving team’s initial possession, in which case the team that kicked off is the winner. If a touchdown is scored, the game is over, and the Try is not attempted.
  204. (b) If the team that possesses the ball first does not score on its initial possession, the team next scoring by any method shall be the winner
  205. (c) If the team that possesses the ball first scores a field goal on its initial possession, the other team shall have the opportunity to possess the ball
  206. (1) If the second team scores a touchdown on its possession, it is the winner.
  207. (2) If the second team scores a field goal on its possession, the team next scoring by any method shall be the winner.
  208. Section 2: OVERTIME IN REGULAR SEASON
  209. (a) There shall be a maximum of one 4-minute period, even if the second team has not had an opportunity to possess the ball or if its initial possession has not ended. If the score is tied at the end of the period, the game shall result in a tie.
  210. (b) Each team shall be entitled to two timeouts.
  211. Section 3: OVERTIME IN POSTSEASON
  212. (a) If the score is tied at the end of a 4-minute overtime period, or if the second team’s initial possession has not ended, another overtime period will begin, and play will continue, regardless of how many 4-minute periods are necessary.
  213. (b) Between each overtime period, there shall be a one-minute intermission, but there shall be no halftime intermission after the second period.
  214. (c) Each team is entitled to three timeouts during a half.
  215.  
  216.  
  217. Rule 11 – Team Structure
  218. The number of teams permitted to compete in the League is limited only to the following:
  219. (a) There are to be a total of two players per team, who will play both defensive and offensive positions.
  220. (b) There is to be one Captain per team
  221. (c) Teams must designate offensive and defensive positions for each player:
  222. (1) Offense can have a Quarterback/Running Back and a Wide Receiver/Offensive Lineman, depending on the play they are running
  223. (2) Defence can have a Linebacker/Corner Back and a Defensive Lineman, depending on the play they are defending
  224. (3) Players can switch freely between their designated positions
  225. (d) Teams must also designate one player to be the Kicker/Punter for both placekicks and safety kicks on special teams plays.
  226. (e) Teams do not have to designate a Kick Returner
  227. (f) The referee will provide all necessary materials to teams, including but not limited to:
  228. (1) Ender Pearls to the QB/RB
  229. (2) Bow and Arrow to the K/P
  230. (3) Orange wool to the return team on kickoffs/punts (to signal a fair catch)
  231.  
  232. Rule 12 – Referee Materials
  233. The referee shall remain in creative mode throughout the game in order to provide necessary materials for both themselves and the teams as outlined in these rules. It is the referee’s job to move the down markers.
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