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BASIC RULES

  1. You must be at least 17 years of age or older to play. Participants who are younger than 18 must be accompanied by a Parent (Legal Guardian) and the Parent (Legal Guardian) will be required to complete and sign an Under 18 Exemption Form For Participation: Form MSU18-E.
     
  2. You are playing at your OWN RISK!    YOU WILL ALSO ENCOUNTER PHYSICAL CONTACT WHILE PLAYING THIS GAME.   It will be the intent of the Officials assigned to your game, to provide a safe level of competition, however injuries may occur.  You will be required to sign a Adult Sports Waiver and a Player Code of Conduct form prior to participating. (Copies of these forms can be found here: (1) Adult Sports Waiver (2) Player Code of Conduct
     
  3. It is the team Captain's responsibility to make sure their players fully understands these rules. Discussion of rules or calls made by Game Officials during a game by non-Captains to Game Officials is strictly prohibited.   If a player or players has/have a dispute concerning a Game Official's call/ruling  during a game, it must be relayed through the team Captains ONLY.  Any attempt by a player, who is not a team Captain, to "argue" a call/ruling with a Game Official will result in a penalty and possible ejection from the game (see penalties). NO WARNINGS!!!  The Game clock is a running clock and any Captain seeking to discuss a call/penalty/rule must call a timeout.  IT IS AT THE SOLE DISCRETION OF THE HEAD Official TO CALL AN Official's TIMEOUT during an rule interpretation, clarification, or other.
    Teams must designate only one offensive and one defensive on the field captain per game.  These will be the only players allowed any discussion of rules, interpretations, etc. with game Officials.
     
  4. FIELD DIMENSIONS: Field length: 64 yards Field width: 33 yards End Zones:  7 yards deep.
     
  5. GAME LENGTH: :40 minutes (:20 minutes per half) - 1:00 minute halftime. Game clock is a running clock.  Play Clock is :25 seconds in length.
    During the FINAL MINUTE of the first-half, the game clock will stop on penalties, incomplete passes, first downs, and plays out of bounds.  Game Officials will announce when there is one minute or less remaining in the game.  Although an Official may signal the one-minute warning, this does not necessarily mean that the clock has stopped.  The one-minute warning means that the clock will now go into the one-minute mode and typical plays or penalties that would stop the clock normally are now in effect. Even at the one-minute mark the clock is still running, unless a team has signaled a timeout or a play so happened to occur which would cause a stoppage at precisely one-minute.  Ex. An incomplete pass at 1:01 remaining will not stop the clock, as it will continue to run, although the one-minute warning may have been announced.  The game clock will run on extra point attempts.

    During the FINAL MINUTE of the second-half, the game clock will operate similar to that of an NFL clock at the two-minute warning, except TAFFL™™ imposes the one-minutes warning.  At the one-minute warning, unlike the first half, the game clock will STOP when the one-minute warning is announced.  This will be strictly a clock stoppage time-out. (See Clock-Stoppage Time-Out)  The clock will also stop on penalties, incomplete passes, first downs, touchdowns, and plays out of bounds.  During the final minute of the second-half ONLY the clock will NOT run on extra points.

    TIME-OUTS: Each team will have three (3) timeouts per half.  2 Full-Time Outs and 1 Clock-Stoppage Time-Out
    FULL TIME-OUT: A time-out that stops the game and play clock and allows a team an additional :40 seconds before the :25 second play clock begins again.
    CLOCK-STOPPAGE TIME-OUT - A time-out that stops the game and play clocks only.  Once a clock-stoppage time-out has been signaled by the offense or the defense, if the ball has already been set by the game Officials, then the :25 second play clock resets and begins to countdown immediately.  If the ball has not been set, once set, the :25 second play clock begins to countdown immediately.  NOTE: Captains calling timeouts will only have 3 seconds to designate which kind of timeout is being used.  If after three seconds, no type is specified, it automatically becomes a FULL timeout. 


    In the event of an injury during the last minute of the game, the following conditions will be observed.
    Offensive Injury: If the offensive team has timeouts left, then a timeout will automatically be used.  Please note the following in regards to fairness.  In the event that an offensive team is trailing (in terms of score) and an injury occurs and that team has no time outs, then there will a 10 second runoff of the game clock.
    Defensive Injury: If an injury to the defensive team occurs and they have timeouts, then a timeout will automatically be used.  In the event that a defensive team is trailing (in terms of score) and an injury occurs and that team has no time outs, then there will be a 10 second runoff of the game clock.

    YOUR TEAM'S GAME WILL START APPROXIMATELY AT THE TIME SCHEDULED OR 5 MINUTES AFTER THE PREVIOUS GAME HAS ENDED (whichever comes first).  TEAM CAPTAINS PLEASE MAKE SURE YOUR TEAM HAS SIGNED IN WITH THE STATISTICIAN AND YOUR TEAM IS READY TO PLAY.  THE GAME CLOCK WILL BEGIN WHETHER YOUR TEAM IS "READY" OR NOT.  TEAMS WHO ARE AT RISK OF FORFEITING DUE TO LACK OF PLAYERS WILL HAVE 10 MINUTES AFTER THE GAME CLOCK HAS STARTED TO FIELD THEIR TEAM OR THEY MAY CHOOSE TO PLAY THE GAME WITH A HANDICAPPED NUMBER OF PLAYERS. 

    In the event the game clock has begun to run to start a handicapped game, and a prospect of players 'showing up' late for the handicapped team, in essence of fairness, the full-strength team may choose to SCORE, to offset the time lost waiting for the handicapped team to gain full strength.

     

    NO TEAM WILL PLAY A GAME WITH FEWER THAN 4 PLAYERS AND THE OPPOSING TEAM HAS THE RIGHT TO PLAY WITH THE ALLOWED 6 AT A TIME.  IN THE EVENT THAT A SHORTHANDED TEAMS PLAYS THIS TYPE OF HANDICAPPED GAME, A 21-POINT RULE WILL BE PLACED IN EFFECT AND THE GAME IS CONSIDERED AN Official GAME PLAYED AND LOSS.  In the event that a team has scored its 21st point against a handicapped team, that team will have one opportunity to cut the deficit for a maximum of two (2) attempts.

    i.e. Team A is handicapped.  Team B scores its 21st point, the score is 21-0.  Team A will have an opportunity to erase the 21-pt lead with one offensive possession.  If Team A scores, the game will continue.  If Team A does not score the game ends. 

    Team A is handicapped.  Team B scores (21-0), Team A scores on its next possession (21-6), the game continues.  Team B scores again (28-6).  Team A scores again (28-14), the game continues. Team B scores  (35-14).  The game ends. 

    MERCY RULE:  If at any point in the second-half of a contest a team trails by 28 or more points the game will end and declared a Mercy Ruled Forfeit (MRF).  All stats, scores, wins, and losses, will count at the time of the forfeit.  A team that is trailing by 28 or more before entering the second-half will have one (1) opportunity to erase the 28 point deficit in order for the game to continue.  In the event, a trailing team is on defense to begin the second half, they must stop the opposing team from scoring and increasing the lead in order for the game to continue.  If a trailing team does score in the second half to decrease the lead to 27 points or fewer, they may not trail by 28 or more points at any other time in the game.
     

  6. Games will begin with a coin toss, to be called Heads or Tails by the visiting team's Captain.  The winner of the coin toss then has the option to choose whether to begin the game on offense or defense.  The loser of the toss elects which end of the field to defend.  The second half will start opposite of the first. I.E. Team A wins toss and chooses Offense.  Team B chooses which side to defend.  At the start of the second half, Team A is now on Defense and both teams are going in the opposite direction they were in the first half. There is no-such thing as DEFERMENT in TAFFL™.
     
  7. OVERTIME: If at the end of the second half the score is tied the game will enter overtime.  Overtime will be played similar to that of the collegiate ranks.  Each team will have one possession (4 downs) to score starting at the 20 yard line.  A coin toss will determine who will decide the first choice of possession (Offense or Defense), the team that scores more points on their possession including conversion attempts will win.  If each team does not score or scores equally, the cycle begins again, however the choice of being first on offense or defense will alternate between teams. Each team will get at least one possession in overtime.  If after the first attempt, both teams are still tied each team must automatically attempt a two-point conversion on subsequent possession until a winner is declared.
     
  8. This is a flag football league and once your flag has been pulled you are down [tackled] and the play is whistled dead.  The ball is then placed at the SPOT OF THE PULL (HIPS), not the spot of the ball.  NOTE:  A player is ONLY down when his flag has been pulled or in the event of a flag(s) "falling out" he is tagged with one hand by an opposing player.    A fallen ball carrier is LIVE and a play will only be blown dead due to a fallen ball carrier if defenders are within 1-2 yards of that player when they hit the ground.   NO PLAYERS WILL BE ALLOWED TO "ROLL" IF THEY FALL DOWN.  Rolling will result in a penalty.

    PULL:  Seizing an opposing ball carrier's flag:  Once a defender gains control of a ball carrier's flag it must be dropped
    immediately
    OR held high above the head of the defender who has possession of the flag.  This aids in proper spotting of the ball and also signals where a person is down and not where the ball may be.  Any attempts to mislead the spot of the grab (i.e. throwing the flag AWAY from the pull will result in an unsportsmanlike conduct penalty.)   

    PLEASE NOTE:  Under no circumstances should a flag puller hold any part of another player's uniform for more than 1 second without an immediate attempt to release and re-pull the flag.  This situation is different than when a player's momentum is stopped by an opposing player (i.e. standing in "the way", gang "tackle", contact, etc.).

    DeFonte Coleman Wrap Rule: A player will not be allowed to lower his shoulders or upper body (defined as lowering head or shoulders below a ball carrier's shoulders) or "body" (defined as stopping a player's momentum with the body) to "wrap-up" for a flag pull or in the attempts at a flag pull.  Officials will be intensively trained on recognizing legal and illegal flag pulling techniques.  The Defonte Coleman Wrap Rule will result in a 5-yard penalty from the dead ball spot and an automatic first-down.
     
  9. A player may not under any circumstances "tie" or secure their flag in a manner not consistent with the proper wearing of the flag to gain an unfair advantage over the flag grabber.  If a player is in violation of this rule he will be disqualified from the game.  ALL PLAYERS MUST WEAR TAFFL™ PROVIDED or APPROVED FLAG BELTS - Any player in violation of the flag belt rule must either replace that belt immediately or leave the field until a TAFFL™ sanctioned/approved belt is worn.  If a player chooses to change his belt rather than leaving the field the following can and may occur:  If on offense the play clock will continue to run if a player chooses to change his flag belt and remain on the field.  Be mindful that if you are on offense and you choose to leave the field and a player is substituted you will be committing an illegal substitution penalty (See Offensive Rule #10).  If you are on defense, the offense if free to run their play as normal...if the play is ran and you have an illegal belt on, while on defense, this will result in an illegal participation penalty.

    No player's flags should be similar in color to their shorts either on offense or defense.  Any player who's flags match their shorts during a LIVE play will be penalized yards for illegal participation .  Please DO NOT just exchange flags with another player.  i.e. RED FLAGS should remain with RED BELTS.

    PLEASE REMEMBER TO LEAVE FLAG BELTS ON THE FIELD AFTER THEIR USE AND ON THE FLAG RINGS WITH THE CORRESPONDING COLORS AFTER YOUR GAME.  TEAMS RUNS THE RISK OF GAME FORFEITURES IF THEY ARE FOUND IN VIOLATION OF PROPER FLAG STORAGE AFTER THEIR GAMES.

    For additional information regarding the proper use and handling of your standard issue flag belt, please refer to the FLAG BELT HANDLING GUIDE.
     
  10. Jerseys must be TUCKED in at all times while playing.
     
  11. FLAG GUARDING IS ALLOWED!  This is the traditional football "STIFF-ARM" equivalent, a proper flag guard is open handedly deterring a player from pulling your flag.  YOU ARE NOT ALLOWED TO STIFF-ARM DEFENDERS TO THE FACE OR THE CHEST, NOR CAN YOU FLAG GUARD WITH CLOSED FISTS, SUCH AS  "PUNCHING" A PLAYER'S HANDS AWAY, the proper Flag Guard is regarded as "slapping" a defenders hands away.  Also ball-carriers will not be allowed to 'lead' with their head/shoulders down in a charging motion.
    Any locking of the elbow or straight-arm attempts during a flag guard will be called as a stiff-arm.  Even if the motion resulted in a flag guard in the proper waist area, Officials are looking for 'slapping' motions ONLY -- similar to the beginning of the LEGAL Flag Guard Motion shown below.

     
  12. Once the whistle is blown all play ceases immediately. INADVERTENT WHISTLES:  In the event of an inadvertent whistle, the offense will have the option of taking the ball at the spot of the whistle or replaying the down.
     
  13. The offense has 25 seconds after the ball has been spotted until the next snap, if not this will result in a delay of game penalty. 
     
  14. CONTACT: No contact with hands (or elbows) above the shoulders, whether blocking or defending. Hands to the face will not be tolerated. Line blocking must be open-handed and chest level. It is understood linemen will be engaged more physically at times and this will be tolerated, as well as contact made by a rushing defender who may make a spin-like maneuver.  Downfield blocking, which is allowed, will only be legal if the blocking is open-handed.  This is the type of rule that will be subject to misinterpretation and all players are encouraged to seek a better visual example if questions arise. (Remember although this is a Contact league, be mindful and conscious of your fellow players - most of the players are Fathers and Husbands, who have kids and must work - with that said make contact with somebody - but do not try to injure anyone, because in most cases you will be the one that is injured.)
     
  15. ROSTERS: Rosters must be a minimum of 6 players and a maximum of 14 players.
     
  16. There are NO kick-offs in TAFFL™. Punting is allowed on fourth down.  Please see Punt Rules in the offensive section below.  The offense will have only 4 downs (penalties excluded) to gain a first down or to score a touchdown.  First downs will be predetermined spots (25 yard marker) on the field. The offense will begin on the 5 yard line.  The 25 yard marker will be the next first down, you have 4 downs (excluding penalties) to reach the 25 yard marker or further.  If you do not score and you make the first down at the 25 yard marker, then you have another 4 downs to score a touchdown (penalties excluded).  PLEASE NOTE:  If there is a turnover on downs prior to reaching the 25 yard FIRST DOWN marker (including a sack on fourth down) and a team elected not to punt, then the opposing team will start it's offensive drive on the 25 yard (mid-field).  If a team turns the ball over on downs and they have passed the 25 yard FIRST DOWN marker, the opposing team will begin its offensive drive at the spot of the turnover.  A team that has crossed the 25-yard First Down marker, will not be allowed to punt.

    Scenario 1: TEAM A does not secure a first down by reaching the 25 yard FIRST DOWN marker and the ball is turned over on downs, then TEAM B will begin its drive on the 25 yard line.  TEAM B will then have 4 downs to score from the 25 yard marker.
     
    Scenario 1a
    If TEAM B scores, then TEAM A begins its drive on the 5 yard line.

    Scenario 1b:  If TEAM B.. 
    a)
    Fails to
    advance the ball pass the 25 yard line, TEAM A will begin on the 25;
    b) Advances the ball pass the 25 yard line but fails to score, then TEAM A will begin its drive where the ball was turned over.

    Scenario 2:  TEAM A does reach the 25 yard FIRST DOWN marker and subsequently reaches their opponent's 10 yard line but fails to score, the ball is turned over on downs.  TEAM B will then begin its drive on their own 10 yard line and play continues following the given Scenarios above. 

     
  17. SCORING: Touchdown: 6 points / Extra Points will be awarded as such:  After a touchdown a team will have one play (penalties excluded), to try for 1 extra point by reaching the End Zone from the 5 yard line or 2 extra points from the 10 yard line.  If the extra point play results in an interception or fumble recovered by the opposing team and is returned into their end zone, they will be awarded 2 points.
    EXTRA POINT STATS DO NOT COUNT TOWARD STATISTICAL TOTALS


    Safety:  If a player's flag is removed while they are in the opposing team's end zone, this will result in a safety, which is worth 2 points.  After a safety, the team that was awarded the safety will subsequently begin their offensive drive from their own 5 yard line.  Intentional Grounding in the endzone also results in a safety.
     
  18. End zone pylon is part of the end zone.  In the event your flag has not be pulled and and you are within bounds, any part of the ball touching the End Zone cone is a Touchdown.  As the body and not the ball determines the spot - "reaching" for the End Zone means nothing if the flag has been pulled prior to getting in the End Zone.  Holding in the endzone by the offense may result in a safety if the penalty is accepted by the defense.
     
  19. The defense is allowed to rush as many players as they choose on ANY down.  Blitzes however MUST come from behind the 5 yard BLITZ ZONE marker.   Blitzing from any radial angle of 5 or more yards is LEGAL.  Blitzers however are not allowed to block punts.

    WHENEVER THE OFFENSE IS WITHIN 5 YARDS OF THE ENDZONE OR TH5 YARD FIRST DOWN MARKER THE BLITZ ZONE IS ELIMINATED AND DEFENDERS MAY LINE UP AT THE LINE OF SCRIMMAGE, HOWEVER THEY MAY NOT INVADE THE NEUTRAL ZONE BEFORE THE SNAP OF THE BALL. 

    A player may line up inside of the BLITZ ZONE marker, however any player(s) inside the BLITZ ZONE at the snap of the football is/are not allowed to cross the line of scrimmage, UNLESS A HAND-OFF OCCURS.  The BLITZ ZONE is 5 yards.


    NOTE:  Cornerbacks are allowed to blitz off the corners (even in bump and run or man coverage),  however they must be at least 5 yards off the ball (even at an angle).
     
  20. Players are not allowed to dive at any time for yardage, for the end-zone, or fumbles.  A player will be allowed to dive in the attempt to pull a ball carrier's flag.  However, in respect to fumbles, it is understood that a natural football move is to dive on the ball if a player is unable to pick it up, therefore it will be the sole discretion of the officiating team to deem if a player has made an intentional and unsafe dive for a fumble.  If a defender makes an illegal dive for a fumble and he or his team gains possession, the illegal dive will nullify the change of possession and will result in a 5 yard penalty for the offense (down replayed).
     
  21. A receiver and a defender may "bump" each other and engage in contact for 5 yards after the snap of the football.   Keep in mind however that the defender has to be the player to initiate the contact, unless in the event of a running play originating behind the line of scrimmage.
     
  22. Only Official sized footballs are legal.  NO PEE-WEE, YOUTH, OR JUNIOR SIZES ALLOWED! Size and "flatness" will be checked by Officials prior to the start of the game.  Footballs are the responsibility of the  team.
     

OFFENSE

  1. Possession starts on the 5 yard line.
     
  2. At the start of each play on offense there must be at least 3 players on the line of scrimmage.  Not having 3 players on the line of scrimmage will result in a illegal formation penalty (see penalties).  IT IS AT THE SOLE DISCRETION OF THE Game Official TO GIVE A "WARNING" TO A TEAM BUT THE OFFICIALS WILL NOT BE RESPONSIBLE FOR MAKING SURE THAT YOU HAVE 3 PLAYERS ON THE LINE OF SCRIMMAGE.  A player may ask an Official if they are positioned correctly.  There will be one designated line judge who will be solely responsible for making sure the line is legal.  He will announce himself as such and all line of scrimmage issues should be directed to him.
     
  3. The ball must be snapped between the legs of the "center."  Quarterbacks are allowed to "go under" center.  The Officials will spot the ball in the middle of the field, however, teams are not required to snap the ball from the middle of the field and can move to other 'hashmarks'.
     
  4. A quarterback is free to run/scramble anytime he chooses.
     
  5. Receivers of passes must have at least one foot in bounds and unquestionable control of the ball.
     
  6. Laterals of the football by ball carriers is legal.  The lateral can only be caught by a player behind the ball carrier.  Forward laterals will be penalized (see penalties).
     
  7. MOTION:  Can only be from sideline to sideline.  No ARENA FOOTBALL STYLE MOTION.  You may not be moving forward before the ball is snapped.  This will result in an illegal motion penalty (see penalties).  More than one player may be shifting at once as long as all get set before the snap of the ball.  Only one player is allowed in motion at the snap of the ball.
     
  8. INELIGIBLE RECEIVER:  Only if a receiver steps out of bounds on his own accord will he not be allowed to be the first person to touch the ball.  If a receiver is pushed out of bounds he is still an eligible receiver and can RECEIVE the forward pass from the Quarterback (i.e. catch the ball).  If a player has stepped out of bounds on his own, he is allowed to block and he can participate in and receive any laterals as long as he is not the first to touch the ball from the Quarterback.  An offensive  player who touches the ball first after stepping out of bounds (on his own) is committing an illegal touching infraction.
     
  9. A snap that hits the ground before being touched by the quarterback or is snapped over the quarterbacks head is a fumble and is considered a live ball.
     
  10. SUBSTITUTIONS:  The offense is free to substitute players at their discretion.  Substitutions can be made in and out of a huddle, however once the huddle has broken and a team is lined up or lining up on the line of scrimmage, substitutions cannot be made.  These types of substitutions will result in an illegal substitution penalty.  The officials will let the play go to conclusion and then assess the penalty afterwards from the original line of scrimmage.  In the event of a NO-HUDDLE offense, even though a huddle was not formed and broken, if the ball has been set by the Officials you will not be allowed to substitute.
     
  11. DOWNING THE BALL - Teams wishing to "run the clock out" may call a DOWN BALL play by announcing to the Official who will announce to both teams that a DOWN BALL play has been initiated.  Once a DOWN BALL play has been called, there cannot be any attempts by the offense to fake the play.  The game clock will still run and  the 25 second play clock is still active (time permitting).  DURING A DOWN BALL PLAY - IF THERE IS A BAD SNAP, I.E. MUFFED SNAP, BALL SNAPPED OVER THE HEAD OF THE QB, ETC. THIS WILL THEN TURN THE PLAY LIVE AND THE DEFENSE CAN ATTEMPT TO RECOVER.  IF THE SNAP IS FIELDED CLEANLY THEN THE WHISTLE WILL BE BLOWN IMMEDIATELY TO SIGNAL A STOPPAGE IN PLAY.  The clock will run at the conclusion of a down ball play unless a time-out is called.
     
  12. SPIKING THE BALL - A team may stop the clock by spiking the ball.  However, the clock will only stop on a spiked ball if there is one minute or less left in each half.

PUNTING
In the event a team has not secured a first down and has reached fourth down, they may elect to punt.  If they choose not to punt, then the standard Turnover on Downs rules as written above apply.  Please review the following rules in regards to punting in TAFFL™.

  1. Offensive players may leave at the snap of the ball.
  2. Rushers are not allowed to block punts, therefore fake punts are not allowed.
  3. In the event of a bad snap, a defensive player can rush-in in the attempt to recover the ball or make a flag pull.  If either occurs, then the normal T.O.D. rules apply and the ball is placed at midfield.
  4. During a punt attempt in a team's own endzone, if the ball is snapped over, fumbled, or kicked out the endzone, this will result in a safety.
  5. Blocking is legal as long as it abides by the as-written block rules.  A defender must stop making contact after 5 yards and can resume blocking once the ball has been fielded.
  6. Fair catching is permitted and defenders must allow a 5-yard halo for the punt returner to field the ball, including fair catches.
  7. A punt that touches the receiving team is live and can be recovered by the kicking team.
  8. Any pun that does not travel past the 25-yard line will be placed at midfield similar to a standard T.O.D.
  9. A punt that goes out of bounds past the 25-yard line will be placed at the spot in which the ball traveled out of bounds.
  10. Punts that travel into and though an opponent's endzone or fielded/fair caught/or kneeled in the endzone with no attempt at a return will be considered touchbacks and the ball will be placed on the 5-yard line.
  11. Teams that have crossed midfield will not be permitted to punt.  A team that started a drive at midfield will also not be allowed to punt.

DEFENSE

  1. The defense may blitz as many players as desired, as long as the blitzing player(s) do/does not penetrate the BLITZ ZONE  or the Neutral Zone prior to the snap. Any player lined up in the blitz zone prior to the snap may not cross ANY part of his body over the line of scrimmage, i.e. toe, finger, foot, etc.  Even a player who is lined up in the Blitz Zone and whose sole responsibility is to block or engage the lineman will be committing a Blitz Zone infraction if they make immediate contact with any line player who has not crossed the line of scrimmage.  For example, just allowing the center to standup then putting open-hands into his chest is a Blitz Zone infraction if your arms cross the line of scrimmage to make contact.
     
  2. Defenders who have intercepted a ball, recovered a fumble, etc. may lateral the ball to a teammate, as long as the lateral is not deemed forward.
     
  3. STRIPPING THE FOOTBALL IS LEGAL.  It is the defense's option to either go for the flag or the ball as long as no other infractions are being committed in doing so.  The ball is always considered live until the whistle is blown. A fumble can be advanced as long as the recovering players flag has not been pulled. NO DIVING FOR FUMBLES!
     
  4. Although stripping the football is legal, pass rushers must ALWAYS go for the Quarterback's flags.  A defender is no longer allowed to go for the Quarterback's arm.  Failing to attempt a flag pull on a quarterback and making contact could subsequently be considered ROUGHING THE PASSER!
     
  5. A direct snap to another player who may not be designated as a team's usual quarterback is still granted the Blitz Zone and a defender who has lined up within the Blitz Zone may not cross the line of scrimmage, unless that player (with the ball) has crossed the line of scrimmage or has handed the ball off to another player.  Thinking you know whether a team will use a direct snap as a run play and subsequently crossing the line of scrimmage to make a tackle, will result in a Blitz Zone infraction.

    Passes behind the line of scrimmage will be considered handoffs and players who have lined up inside the Blitz Zone are free to rush and cross the line of scrimmage.

     

PENALTIES
The first unsportsmanlike conduct penalty committed by any player on any team will result in a 15-yard penalty.  Any player receiving receiving (2) unsportsmanlike penalties (cursing, tackling, illegal blocks) in a game will be ejected and suspended for their next game.  Any player ejected from the game has three (3) minutes to leave field or his team runs the risk of a forfeit regardless of score.
A player who is ejected twice in a season will result in being suspended for the remainder of the regular season (min. 3 games) - in the event 3 games are not left in the regular season, the suspension may and can result in Postseason Suspensions or potential carry-overs.
PLEASE NOTE: When you are playing a game in TAFFL™ the fields you are playing have been reserved by MOC Sports and TAFFL™.  During our reservation period, you CAN be asked to leave at any time, as we do have that authority during the reservation.  Failure to leave if asked to will result in the Raleigh Police Department being called for assistance.
 

  1. Blocking and Contact to the face! We understand that there will be the occasional incidental contact to the face and those situations will be tolerated.  Contact to the face by the offense, will result in a 10 yard penalty from the original Line of Scrimmage (LOS). Contact to the face by the defense will result in a 10 yard penalty added to the end of the play and an automatic 1st down.  Intentional hands to the face will be penalized and reviewed by the League.
     
  2. OPEN-HANDED BLOCKING: The first infraction by TEAM / INDIVIDUAL for non-openhanded blocks will be assessed at 10 yards from the line of scrimmage.  The second TEAM (in other words a DIFFERENT individual) infraction will be assessed at 15 yards from the line of scrimmage.  The second INDIVIDUAL infraction (by a player who has already committed this type of infraction and flagged for it) will result in an EJECTION and after the second TEAM infraction, any player committing a non-openhanded block will be ejected, whether they have been previously flagged or not.
     

  3. Tackling:  ABSOLUTELY NO TACKLING.  Tackling by the offense on a turnover will result in a 15 yard penalty from the spot of the dead ball.  Tackling by the defense will result in a 15 yard penalty from the spot of the dead ball and an automatic 1st down.  This again is going to be different when blocking downfield.  TAFFL™ does not encourage any direct tackling - but you may and will be blocked.
     
  4. Holding. Holding by the offense will result in a 10 yard penalty from the LOS, regardless of the result of the play.  Holding by the defense will result in a 5 yard penalty from the dead ball spot and an automatic 1st down.  Holding on a turnover (interception, fumble) will result in a 10 yard penalty from the spot of the hold.
     
  5. Pass Interference: When a defensive player makes any contact with a receiver attempting to catch a pass while the ball is in the air, after 5 yards off the line of scrimmage. If a receiver pushes off from a defender to gain separation to catch a pass, this is offensive pass interference. Offensive interference will result in a 10 yard penalty and replay of the down from LOS;  defensive interference will result in a 1st down at the spot of the foulNOTE:  Defensive pass interference may not be called if the defender has a clear and legitimate opportunity to intercept the ball.  In other words if the defender is "looking" for the ball, he has just as much opportunity as the receiver and as such may not be called for defensive pass interference, however a defender does not have to be looking at the ball, i.e. a DEFENDER may put his hands up as to block the sight of a receiver as long as no contact is being made.  PLEASE NOTE:  If a ball is tipped at the line of scrimmage or on a catch attempt, pass interference will not be called in case of  contact by a defender or the receiver.
     
  6. ILLEGAL RECEIVER SCREENS:  Receivers are not allowed to screen defenders in a way such that a teammate can free himself to catch a pass.
     
  7. Illegal Contact (by the defense):  A defender may not make any contact with an eligible receiver 5 yards pass the line of scrimmage after the snap of the ball, unless contesting a pass, that is not deemed pass interference.  This results in 5 yard penalty and an automatic first down.
     
  8. Leg blocks of any kind are not allowed. Meaning, no clipping, tripping, no chop blocks etc.  Leg blocks by the offense will result in a 10 yard penalty and a loss of down.  Legs blocks by the defense will result in a 10 yard penalty and an automatic first down for the offense.
     
  9. Blocking in the back by the offense (or defense after a turnover) will result in a 10 yard penalty taken from the original line of scrimmage and a replay of down on offense or at the spot of the foul for the defense.
     
  10. Intentional Grounding.  Intentional grounding of a forward pass is a foul: This infraction will simply result in a 10 yard penalty and a loss of a down.

    a. Intentional grounding will be called when a passer, facing an imminent loss of yardage due to pressure from the defense, throws a forward pass without a realistic chance of completion, while still in the pocket.

    b. Intentional grounding will not be called when a passer, while out of the pocket and facing an imminent loss of yardage, throws a pass that lands at or beyond the line of scrimmage, even if no offensive player(s) have a realistic chance to catch the ball (including if the ball lands out of bounds over the sideline or end line).

    c. Intentional grounding will not be called when a screen pass is developing and the quarterback throws the ball in the vicinity of the screen receiver.

    d. Intentional Grounding committed in the endzone will result in a Safety being awarded to the defending team.
     

  11. Un-sportsman like conduct. i.e. Fighting, Official Abuse (only team Captains are allowed to discuss any calls with the Official during a game - any other player disputing or directing any negative comments to the Officials will result in a penalty, any deliberate actions to cause undue harm to opposing players will not be tolerated and will result in penalties, ejections, and suspensions.  THE RESULTS OF THESE PENALTIES WILL START AT 15 YARDS AND WILL ALSO  BE AT THE FAIR DISCRETION OF THE REFEREES THROUGH DISCUSSION WITH TAFFL™ Officials BASED ON THE SEVERITY OF THE INFRACTION. 
     
  12. Ineligible receiver. If an ineligible receiver is the first to touch the ball the result of the play will not count and the offense is penalized 10 yards from the original line of scrimmage.  
     
  13. No Taunting or excessive celebration allowed!
     
  14. Cursing will not be permitted during games from players or sidelines.  The words ‘Hell’ and ‘Damn’ will be permitted as long as these words or their context is not directed towards any Official or opposing player or fan.  The more colorful expletives (F..k, S...t, B..ch, and any of their derivatives) will abide by the following guideline. 

    PER TEAM
    1st – Infraction – 5 Yard Penalty

    2nd – Infraction – 10 Yard Penalty
    3rd - Infraction - 15 Yard Penalty

    After the 3rd infraction --- players run the risk of ejection.

     

  15. No player offensively or defensively will be allowed to kick fumbles. Kicking a live ball (that's not a punt) will result in a 5-yard penalty.  Kicking by the offense will result in a loss of down.  Kicking by the defense will result in a replay of down.  No team can gain possession of a kicked fumble. 
     
  16. On fourth down, the offense cannot advance a forward fumble.  For example, if on 4th down, an offensive player fumbles the ball forward, an offensive player may only attempt to recover the ball, but they will not be allowed to advance forward.   This will not result in a penalty (loss of yards or down), however the ball will be placed at the spot of the recovery.  If a fumbled ball has advanced pass the first down or the goal line, a first down or touchdown will only be awarded if the recovery and non-advancement would have subsequently resulted in a first down or touchdown.
     
  17. ANY PENALTY (10 YARDS OR MORE) OCCURRING INSIDE THE 15 YARD LINE WILL BE ASSESSED AT HALF THE DISTANCE TO THE GOAL LINE.
     

               PENALTY INDEX:

INFRACTION

RESULT

COMMITTED BY THE OFFENSE

Illegal Forward Pass:

5 yard penalty from original LOS and loss of down

Illegal Forward Lateral:

5 yard penalty from spot

False Start:

DEAD BALL: 5 yard penalty - replay down

Illegal Formation:

5 yard penalty - replay down

Illegal Motion:

5 yard penalty - replay down

Rolling

5 yard penalty from spot of infraction

Diving

5 yard penalty from spot of infraction

Stiff-Arm / Head Spear

5 yard penalty – spot foul

Illegal Participation

5 yard penalty

Illegal Touching:

10 yard penalty - replay down

Hands to the Face:

10 yard penalty - replay down

Holding:

10 yard penalty - replay down

Pass Interference:

10 yard penalty - replay down

Tripping:

10 yard penalty - LOSS of down

Intentional Grounding:

10 yard penalty - LOSS of down

Block in the Back:

10 yard from spot of foul

Illegal Screen

10 yard penalty (from line of scrimmage) -  replay down

Tackling:

15 yard penalty from dead ball spot

 Unsportsmanlike Conduct
(to include taunting, excessive celebration, Official taunting)

VARIES

COMMITTED BY THE DEFENSE

Illegal Forward Lateral

5 yard penalty from spot

Offsides/Encroachment

5 yard penalty - replay down

Illegal Participation

5 yard penalty

Holding

5 yard penalty - from dead ball spot - automatic 1st down

Illegal Contact

5 yard penalty - automatic 1st down

Hands to the Face

10 yard penalty - automatic first down

Block in the Back (after turnover)

10 yard penalty from spot of foul

Tripping

10 yard penalty - automatic 1st down

Tackling

15 yard penalty - automatic 1st down

 Unsportsmanlike Conduct

15 yard penalty - from dead ball spot - automatic 1st down

Pass Interference

Spot Foul - automatic 1st down

 Unsportsmanlike Conduct
(to include taunting, excessive celebration, Official taunting)

VARIES

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