Metroplex Flag Football League

MFL Rules

MFL Links



MFL will no longer supply you with flags, so bring you own flags.





SUMMARY OF PENALTIES
Automatic First Down

1. Awarded to offensive team on all defensive fouls with these exceptions:

(a)

Offside.

(b)

Encroachment.

(c)

Delay of game.

(d)

Illegal substitution.

(e)

Excessive time out(s).

(f)

Incidental grasp of face.

(g)

Neutral zone infraction.

(h)

Running into the kicker.

(i)

More than 9 players on the field at the snap.

Five yards
1. Defensive holding or illegal use of hands (automatic first down).

2. Delay of game on offense or defense.

3. Delay of kickoff.

4. Encroachment.

5. Excessive time out(s).

6. False start.

7. Illegal formation.

8. Illegal shift.

9. Illegal motion.

10. Illegal substitution.

12. Invalid fair catch signal.

13. More than 9 players on the field at snap for either team.

14. Less than 5 men on offensive line at snap.

15. Offside.

16. Failure to pause one second after shift or huddle.

17. Running into kicker.

18. More than one man in motion at snap.

19. Grasping face, shirt, etc. of the ball carrier or quarterback.

20. Player out of bounds at snap.

21. Ineligible member(s) of kicking team going beyond line of scrimmage before ball is kicked.

22. Illegal return.

23. Failure to report change of eligibility. (Sideline Trick Play)

24. Neutral zone infraction.

25. Loss of team time out(s) or five-yard penalty on the defense for excessive crowd noise.

26. Ineligible player downfield during passing down.

27. Second forward pass behind the line.

28. Forward pass is first touched by eligible receiver who has gone out of bounds and returned.

29. Forward pass touches or is caught by an ineligible receiver on or behind line.

30. Forward pass thrown from behind line of scrimmage after ball once crossed the line.

31. Kicking team player voluntarily out of bounds during a punt.

32. Ten (10) men in the huddle.

10 Yards
1. Offensive pass interference.

2. Holding, illegal use of hands, arms, or body by offense.

3. Tripping by a member of either team.

4. Helping the runner.

5. Deliberately batting or punching a loose ball.

6. Deliberately kicking a loose ball.

7. Illegal block above the torso area (Chest).

15 Yards  

1. Chop block.

2. Clipping below the waist.

3. Fair catch interference.

4. Illegal crackback block by offense.

5. Piling on (automatic first down).

6. Roughing the kicker (automatic first down).

7. Roughing the passer (automatic first down).

8. Twisting, turning, or pulling an opponent by the head/kneck.

9. Unnecessary roughness.

10. Unsportsmanlike conduct.

11. Delay of game at start of either half.

12. Illegal low block.

13. Any player who lower his head unnecessarily.

14. A punter or placekicker who simulates being roughed by a defensive player.

15. Leaping to deliver a blow.

Five yards and loss of down (Combination Penalty)
1. Forward pass thrown from beyond line of scrimmage.

2.  Reception by Ineligible Receiver

10 Yards and loss of down (Combination Penalty)
1. Intentional grounding of forward pass (safety if passer is in own end zone). If foul occurs more than 10 yards behind line, play results in loss of down at spot of foul.

15 Yards and loss of coin toss option
1. Team's late arrival on the field prior to scheduled kickoff.

2. Captains not appearing for coin toss.

15 Yards (and disqualification / Fine if flagrant)
1. Striking opponent with fist.

2. Kicking or kneeing opponent.

3. Striking opponent on head or neck with forearm, elbow, or hands whether or not the initial contact is made below the neck area.

4. Roughing kicker.

5. Roughing passer.

6. Malicious unnecessary roughness.

7. Unsportsmanlike conduct.

8. Palpably unfair act. (Distance penalty determined by the Referee after consultation with other officials.)

15 Yards and automatic disqualification and Fine
1. Using your fist as a weapon.

2. Striking or purposely shoving a game official or vulgar talk to game official.

 

 

Suspension from game for one down
1. Illegal equipment. (Player may return after one down when legally equipped.)

2. Referee is felt threaten and recommend the player calms downs

Touchdown awarded (palpably unfair act)
1. When Referee determines a palpably unfair act deprived a team of a touchdown. (Example: Player comes off bench and tackles runner apparently en route to touchdown.)

 

Ball

1. Thirty-six approved footballs will be used in games played outdoors (24 indoors). NCAA Ball, Arena Ball, or all replica.  Ball must maintain air. NO FLAT BALL MAYBE USE FOR PLAY!

Coin toss
1. The Home team automatically win toss and choose one of two privileges and the loser gets the other, an actual toss will take place in the playoff:

(a)

Receive or kick

(b)

Goal his team will defend

2. Immediately prior to the start of the second half, the captains of both teams must inform the officials of their respective choices. The loser of the original coin toss gets first choice.

Timing
1. The stadium game clock (plays) is official and is administered by the Referee and/or the commissioner, or staff. In case it is miscounted or incorrectly announced, the Line Judge is there to verify.  Last resort would be your scoretable. 

2. Each period is 15 minutes. The intermission between the periods is 40 seconds. Halftime is 5 minutes, unless otherwise specified.

3. On charged team time outs, the Field Judge starts watch and blows whistle after 1 minute.  

4. The Referee will allow necessary time to attend to an injured player, or repair a legal player's equipment.

5. Each team is allowed 3 time outs each half, if all 3 timeout are not used by the 2 minute warning automatically default to 2. .

6. Time between plays will be 30 seconds from the end of a given play until the snap of the ball for the next play.

9. Consecutive team time outs can be taken by opposing teams but the length of the second time out will be reduced to 30 seconds.

 

Sudden death
1. The sudden death system of determining the winner shall prevail when score is tied at the end of a regulation playing time of all MFL Playoff games. The MFL will use the NCAA overtime format.  The ball will be spotted at the offensive 25yd with each team get at least one possession.  The first possession can have a kicked extra point.  After the first possession all PAT attempts must be run or pass.

2. At the end of regulation time the Referee will immediately toss coin at center of field in accordance with rules pertaining to the usual pregame toss. The captain of the visiting team will call the toss.

3. Following a three-minute intermission after the end of the regulation game, play will be continued. There is a two-minute intermission between subsequent periods. The teams change goals at the start of each period. Each team has two time outs per half. Disqualified players are not allowed to return.

Exception:

In preseason and regular season games there will be no overtime!

 

 

 

 

 

 

Try
1. After a touchdown, the scoring team is allowed a try during one scrimmage down. The ball may be spotted anywhere between the inbounds lines, two or more yards from the goal line. The successful conversion counts one point by pass or field goal; two points by run.

2. The defensive team can score on a try, which would give them 2 points if scored.

3. Any distance penalty for fouls committed by the defense that prevent the try from being attempted can be enforced on the succeeding try or succeeding kickoff. Any foul committed on a successful try will result in a distance penalty being assessed on the ensuing kickoff.

4. Only the fumbling player can recover and advance a fumble during a try.

Players-substitutions
1. Each team is permitted 9 men on the field at the snap.

2. Unlimited substitution is permitted. However, players may enter the field only when the ball is dead. Players who have been substituted for are not permitted to linger on the field. Such lingering will be interpreted as unsportsmanlike conduct.

3. 10 men delayed in huddle-illegal substitution.

4. Offensive substitutes who remain in the game must move onto the field as far as the inside of the field numerals before moving to a wide position.

5. With the exception of the last two minutes of either half, the offensive team, while in the process of substitution or simulated substitution, is prohibited from rushing quickly to the line and snapping the ball with the obvious attempt to cause a defensive foul; i.e., too many men on the field.

 

 

Kickoff
1. The kickoff shall be from the kicking team's 40-yard line at the start of each half and after a field goal and try-for-point. A kickoff is one type of free kick.

2. A one-inch tee may be used (tees no longer than 1 ½ inch permitted for field goal or try attempt) on a kickoff. The ball is put in play by a placekick or dropkick.

3. If the kickoff clears the opponent's goal posts it is not a field goal.

4. A kickoff is illegal unless it travels 10 yards OR is touched by the receiving team. Once the ball is touched by the receiving team it is a free ball. Receivers may recover and advance. Kicking team may recover but NOT advance UNLESS receiver had possession and lost the ball.

5. When a kickoff goes out of bounds between the goal lines without being touched by the receiving team, the ball belongs to the receivers 40 yard line, or at the out-of-bounds spot unless the ball went out-of-bounds the first time an onside kick was attempted. In this case the kicking team is to be penalized five yards and the ball must be kicked again.

6. When a kickoff goes out of bounds between the goal lines and is touched last by receiving team, it is receiver's ball at out-of-bounds spot.

7. If the kicking team either illegally kicks off out of bounds or is guilty of a short free kick on two or more consecutive onside kicks, receivers may take possession of the ball at the dead ball spot, out-of-bounds spot or spot of illegal touch.

Safety
1. In addition to a kickoff, the other free kick is a kick after a safety (safety kick). A punt may be used (a punt may not be used on a kickoff).

2. On a safety kick, the team scored upon puts ball in play by a punt, dropkick, or placekick without tee. No score can be made on a free kick following a safety, even if a series of penalties places team in position. (A field goal can be scored only on a play from scrimmage or a free kick after a fair catch.)

Fair catch kick
1. After a fair catch, the receiving team has the option to put the ball in play by a snap or a fair catch kick (field goal attempt), with fair catch kick lines established ten yards apart. All general rules apply as for a field goal attempt from scrimmage. The clock starts when the ball is kicked. (No tee permitted.)

Safety
1. The important factor in a safety is impetus. Two points are scored for the opposing team when the ball is dead on or behind a team's own goal line if the impetus came from a player on that team.

Examples of Safety:

(a)

Blocked punt goes out of kicking team's end zone. Impetus was provided by punting team. The block only changes direction of ball, not impetus.

(b)

Ball carrier retreats from field of play into his own end zone and is downed. Ball carrier provides impetus.

(c)

Offensive team commits a foul and spot of enforcement is behind its own goal line.

(d)

Player on receiving team muffs punt and, trying to get ball, forces or illegally kicks (creating new impetus) it into end zone where it goes out of the end zone or is recovered by a member of the receiving team in the end zone.

Examples of Non-Safety:

(a)

Player intercepts a pass with both feet inbounds in the field of play and his momentum carries him into his own end zone. Ball is put in play at spot of interception.

(b)

Player intercepts a pass in his own end zone and is downed in the end zone, even after recovering in the end zone. Impetus came from passing team, not from defense. (Touchback)

(c)

Player passes from behind his own goal line. Opponent bats down ball in end zone. (Incomplete pass)


Position of players at snap
1. Offensive team must have at least 5 players on line.

2. Offensive players, not on line, must be at least one yard back at snap. (Exception: player who takes snap.)

3. No interior lineman may move after taking or simulating a three-point stance.

4. No player of either team may invade neutral zone before snap.

5. No player of offensive team may charge or move, after assuming set position, in such manner as to lead defense to believe snap has started. No player of the defensive team within one yard of the line of scrimmage may make an abrupt movement in an attempt to cause the offense to false start.

6. If a player changes his eligibility, the Referee must alert the defensive captain after player has reported to him.

7. All players of offensive team must be stationary at snap, except one back who may be in motion parallel to scrimmage line or backward (not forward).

8. After a shift or huddle all players on offensive team must come to an absolute stop for at least one second with no movement of hands, feet, head, or swaying of body.

9. Quarterbacks can be called for a false start penalty (five yards) if their actions are judged to be an obvious attempt to draw an opponent offside.

10. Offensive linemen are permitted to interlock legs.

11. Offensive linemen must be square/parallel to the LOS 

Use of hands, arms, and body
1. No player on offense may assist a runner except by blocking for him. There shall be no interlocking interference.

2. A runner may not ward off opponents with his hands or arms with intention or unintentional way, and no other player on offense may use hands or arms to obstruct an opponent by grasping with hands, pushing, or encircling any part of his body during a block.

Note:

Pass blocking: Hand(s) thrust forward that slip outside the body of the defender will be legal if blocker worked to bring them back inside. Hand(s) or arm(s) that encircle a defender-i.e., hook an opponent-are to be considered illegal and officials are to call a foul for holding.

Blocker cannot use his hands or arms to push from behind, hang onto, or encircle an opponent in a manner that restricts his movement as the play develops.

3. Hands cannot be thrust forward above the frame to contact an opponent on the neck, face or head.

Note:

The frame is defined as the part of the opponent's body below the neck that is presented to the blocker.

4. A defensive player may not tackle or hold an opponent.

 Otherwise, he may use his hands, arms, or body only:

(a)

To defend or protect himself against an obstructing opponent.

 

Exception:

An eligible receiver is considered to be an obstructing opponent ONLY to a point five yards beyond the line of scrimmage unless the player who receives the snap clearly demonstrates no further intention to pass the ball. Within this five-yard zone, a defensive player may make contact with an eligible receiver that may be maintained as long as it is continuous and unbroken up until a point when the receiver is beyond the defender. The defensive player cannot use his hands or arms to push from behind, hang onto, or encircle an eligible receiver in a manner that restricts movement as the play develops. Beyond this five-yard limitation, a defender may use his hands or arms ONLY to defend or protect himself against impending contact caused by a receiver. In such reaction, the defender may not contact a receiver who attempts to take a path to evade him.

 

(b)

To push or pull opponent out of the way on line of scrimmage.

(c)

In actual attempt to get at or pull flag.

(d)

To push or pull opponent out of the way in a legal attempt to recover a loose ball.

(e)

During a legal block on an opponent who is not an eligible pass receiver.

(f)

When legally blocking an eligible pass receiver above the waist.

 

5. A defensive player may not contact an opponent above the shoulders with any part of his hand.

6. A player may not bat or punch:

(a)

A loose ball (in field of play) toward his opponent's goal line or in any direction in either end zone.

(b)

A ball in player possession.

 

Note:

If there is any question as to whether a defender is stripping or batting a ball in player possession, the official(s) will rule the action as a legal act (stripping the ball).

Exception:

A forward or backward pass may be batted, tipped, or deflected in any direction at any time by either the offense or the defense.

Note:

A pass in flight that is controlled or caught may only be thrown backward, if it is thrown forward it is considered an illegal bat.

7. No player may deliberately kick any ball except as a punt, dropkick, or placekick.

Forward pass
1. A forward pass may be touched or caught by any eligible receiver. All members of the defensive team are eligible. Eligible receivers on the offensive team are players on either end of line (other than center & ineligible guard).

2. An offensive team may make only one forward pass during each play from scrimmage (Loss of 5 yards).

3. The passer must be behind his line of scrimmage (Loss of down and five yards, enforced from the spot of pass).

4. Any eligible offensive player may catch a forward pass. If a pass is touched by one eligible offensive player and touched or caught by a second offensive player, pass completion is legal. Further, all offensive players become eligible once a pass is touched by an eligible receiver or any defensive player.

5. The rules concerning a forward pass and ineligible receivers:

(a)

If ball is touched accidentally by an ineligible receiver on or behind his line: Loss of down and five yards.

(b)

If ineligible receiver is illegally downfield: Loss of down and five yards.

(c)

If touched or caught (intentionally or accidentally) by ineligible receiver beyond the line: loss of down and 5 yards.

6. The player who first controls and continues to maintain control of a pass will be awarded the ball even though his opponent later establishes joint control of the ball.

7. Any forward pass becomes incomplete and ball is dead if:

(a)

Pass hits the ground or goes out of bounds.

(b)

Pass hits the goal post or the crossbar of either team.

(c)

Pass is caught by offensive player after touching ineligible receiver.

(d)

An illegal pass is caught by an offensive player.

8. A forward pass is complete when a receiver clearly possesses the pass and touches the ground with both feet inbounds while in possession of the ball. If a receiver would have landed inbounds with both feet but is carried or pushed out of bounds while maintaining possession of the ball, pass is complete at the out-of-bounds spot.

9. If an eligible receiver goes out of bounds accidentally or is legally forced out by a defender and returns to first touch and catch a pass, the play is regarded as an incomplete pass. Loss of 5 yards.

10. On a fourth down pass-when the offensive team is inside the opposition's 20-yard line-an incomplete pass results in a loss of down at the line of scrimmage.

11. If a personal foul is committed by the defense prior to the completion of a pass, the penalty is 15 yards from the spot where ball becomes dead.

12. If a personal foul is committed by the offense prior to the completion of a pass, the penalty is 15 yards from the previous line of scrimmage.

INTENTIONAL GROUNDING OF FORWARD PASS
1. Intentional grounding of a forward pass is a foul: loss of down and 10 yards from previous spot if passer is in the field of play or loss of down at the spot of the foul if it occurs more than 10 yards behind the line or safety if passer is in his own end zone when ball is released.

2. 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.

3. 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).

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

PROTECTION OF PASSER
1. By interpretation, a pass begins when the passer-with possession of ball-starts to bring his hand forward. If ball strikes ground after this action has begun, play is ruled an incomplete pass. If passer loses control of ball prior to his bringing his hand forward, play is ruled a fumble.

2. No defensive player may run into a passer of a legal forward pass after the ball has left his hand (15 yards). The Referee must determine whether opponent had a reasonable chance to stop his momentum during an attempt to block the pass.

PASS INTERFERENCE
1. There shall be no interference with a forward pass thrown from behind the line. The restriction for the passing team starts with the snap. The restriction on the defensive team starts when the ball leaves the passer's hand. Both restrictions end when the ball is touched by anyone.

2. The penalty for defensive pass interference is an automatic first down at the spot of the foul. If interference is in the end zone, it is first down for the offense on the defense's 1-yard line. If previous spot was inside the defense's 1-yard line, penalty is half the distance to the goal line.

3. The penalty for offensive pass interference is 10 yards from the previous spot.

4. It is pass interference by either team when any player movement beyond the offensive line significantly hinders the progress of an eligible player or such player's opportunity to catch the ball Offensive pass interference rules apply from the time the ball is snapped to the time the ball is touched Defensive pass interference rules apply from the time the ball is thrown until the ball is touched.

Actions that constitute defensive pass interference include but are not limited to:

(a)

Contact by a defender who is not playing the ball and such contact restricts the receiver's opportunity to make the catch.

(b)

Playing through the back of a receiver in an attempt to make a play on the ball.

(c)

Grabbing a receiver's arm(s) in such a manner that restricts his opportunity to catch a pass.

(d)

Extending an arm across the body of a receiver thus restricting his ability to catch a pass, regardless of whether the defender is playing the ball.

(e)

Cutting off the path of a receiver by making contact with him without playing the ball.

(f)

Hooking the receiver in an attempt to get to the ball in such a manner that it causes the receiver's body to turn prior to the ball arriving.

Actions that do not constitute pass interference include but are not limited to:

(a)

Incidental contact by a defender's hands, arms, or body when both players are competing for the ball, or neither player is looking for the ball. If there is any question whether contact is incidental, the ruling shall be no interference.

(b)

Inadvertent tangling of feet when both players are playing the ball or neither player is playing the ball.

(c)

Contact that would normally be considered pass interference, but the pass is clearly uncatchable by the involved players.

(d)

Laying a hand on the receiver that does not restrict the receiver in an attempt to make a play on the ball.

(e)

Contact by a defender who has gained position on a receiver in an attempt to catch the ball.

Actions that constitute offensive pass interference include but are not limited to:

(a)

Blocking downfield by an offensive player prior to the ball being touched.

(b)

Initiating contact with a defender by shoving or pushing off thus creating a separation in an attempt to catch a pass.

(c)

Driving through a defender who has established a position on the field.

Actions that do not constitute offensive pass interference include but are not limited to:

(a)

Incidental contact by a receiver's hands, arms, or body when both players are competing for the ball or neither player is looking for the ball.

(b)

Inadvertent touching of feet when both players are playing the ball or neither player is playing the ball.

(c)

Contact that would normally be considered pass interference, but the ball is clearly uncatchable by the involved players.

Notes:

1:

If there is any question whether player contact is incidental, the ruling should be no interference.

2:

Defensive players have as much right to the path of the ball as eligible offensive players.

3:

Pass interference for both teams ends when the pass is touched.

4:

There can be no pass interference behind or at the line of scrimmage, but defensive actions such as tackling the receiver can still result in a 5-yard penalty for defensive holding if accepted.

5:

Whenever a team presents an apparent punting formation, defensive pass interference is not to be called for action on the end man at the line of scrimmage, or an eligible receiver behind the line of scrimmage who is aligned or in motion more than one yard outside the end man of the line. Defensive holding, such as tackling the receiver, can still be called and result in a 5-yard penalty from the previous spot, if accepted. Offensive pass interference rules still apply.

Backward pass
1. Any pass not forward is regarded as a backward pass. A pass parallel to the line is a backward pass. A runner may pass backward at any time. Any player on either team may catch the pass or recover the ball after it touches the ground.

2. A backward pass that strikes the ground can be recovered and advanced by either team.

3. A backward pass caught in the air can be advanced by either team.

4. A backward pass in flight may not be batted forward by an offensive player.

Fumble
1. The distinction between a fumble and a muff should be kept in mind in considering rules about fumbles. A fumble is the loss of player possession of the ball. A muff is the touching of a loose ball by a player in an unsuccessful attempt to obtain possession.

2. A fumble may be advanced by any player on either team regardless of whether recovered before or after ball hits the ground.

3. A fumble that goes forward and out of bounds will return to the fumbling team at the spot of the fumble unless the ball goes out of bounds in the opponent's end zone. In this case, it is a touchback.

4. A muffed hand-to-hand snap from center is treated as a fumble.

Kicks from scrimmage
1. Any kick from scrimmage must be made from behind the line to be legal.

2. Any punt that touches a goal post is dead.

3. During a kick from scrimmage, only the end men, as eligible receivers on the line of scrimmage at the time of the snap, are permitted to go beyond the line before the ball is kicked.

Exception:

An eligible receiver who, at the snap, is aligned or in motion behind the line and more than one yard outside the end man on his side of the line, clearly making him the outside receiver, replaces that end man as the player eligible to go downfield after the snap. All other members of the kicking team must remain at the line of scrimmage until the ball has been kicked.

4. The kicking team may never advance its own kick even though legal recovery is made beyond the line of scrimmage. Possession only.

5. A member of the receiving team may not ever run into or rough a kicker who kicks from behind his line. The penalty for running into the kicker is 5 yards. For roughing the kicker: 15 yards, an automatic first down and disqualification if flagrant.

6. If a member of the kicking team attempting to down the ball on or inside opponent's 5-yard line carries the ball into the end zone, it is a touchback.

7. Fouls during a punt are enforced from the previous spot (line of scrimmage).

Exception:

Illegal touching, illegal fair catch, invalid fair catch signal, and fouls by the receiving team during loose ball after ball is kicked.

8. While the ball is in the air or rolling on the ground following a punt and receiving team commits a foul before gaining possession, receiving team will retain possession and will be penalized for its foul.

9. A punted ball remains a kicked ball until it is declared dead or in possession of either team.

10. Any member of the punting team may down the ball anywhere in the field of play. However, it is illegal touching (Official's time out and receiver's ball at spot of illegal touching). This foul does not offset any foul by receivers during the down.

11. When a team presents a punt formation, defensive pass interference is not to be called for actions on the widest player eligible to go behind the line. Defensive holding may be called.

Fair catch
1. The member of the receiving team must raise one arm a full length above his head and wave it from side to side while kick is in flight. (Failure to give proper sign: receivers' ball five yards behind spot of signal.)

Note:

It is legal for the receiver to shield his eyes from the sun by raising one hand no higher than the helmet.

2. No opponent may interfere with the fair catcher, the ball, or his path to the ball. Penalty: 15 yards from spot of foul and fair catch is awarded.

3. A player who signals for a fair catch is not required to catch the ball. However, if a player signals for a fair catch, he may not block or initiate contact with any player on the kicking team until the ball touches a player. Penalty: snap 15 yards behind spot of foul.

4. If ball hits ground or is touched by member of kicking team in flight, fair catch signal is off and all rules for a kicked ball apply.

5. Any undue advance by a fair catch receiver is delay of game. No specific distance is specified for undue advance as ball is dead at spot of catch. If player comes to a reasonable stop, no penalty. For violation, five yards.

6. If time expires while ball is in play and a fair catch is awarded, receiving team may choose to extend the period with one fair catch kick down. However, placekicker may not use tee.

7. 5 yard Halo

 

 

Foul on last play of half or game
1. On a foul by defense on last play of half or game, the down is replayed if penalty is accepted.

2. On a foul by the offense on last play of half or game, the down is not replayed and the play in which the foul is committed is nullified.

Exception:

Fair catch interference, foul following change of possession, illegal touching. No score by offense counts.

 

Spot of enforcement of foul
1. There are four basic spots at which a penalty for a foul is enforced:

(a)

Spot of foul: The spot where the foul is committed.

(b)

Previous spot: The spot where the ball was put in play.

(c)

Spot of snap, pass, fumble, return kick, or free kick: The spot where the act connected with the foul occurred.

(d)

Succeeding spot: The spot where the ball next would be put in play if no distance penalty were to be enforced.

 

Exception:

If foul occurs after a touchdown and before the whistle for a try-for-point, succeeding spot is spot of next kickoff.

2. All fouls committed by offensive team behind the line of scrimmage and in the field of play shall be penalized from the previous spot.

3. When spot of enforcement for fouls involving defensive holding or illegal use of hands by the defense is behind the line of scrimmage, any penalty yardage to be assessed on that play shall be measured from the line if the foul occurred beyond the line.

Double foul
1. If there is a double foul during a down in which there is a change of possession, the team last gaining possession may keep the ball unless its foul was committed prior to the change of possession.

2. If double foul occurs after a change of possession, the defensive team retains the ball at the spot of its foul or dead ball spot.

3. If one of the fouls of a double foul involves disqualification, that player must be removed, but no penalty yardage is to be assessed.

4. If the kickers foul during a kick before possession changes and the receivers foul after possession changes, the receivers will retain the ball after enforce-ment of its foul.

Penalty enforced on following kickoff
1. When a team scores by touchdown, field goal, extra point, or safety and either team commits a personal foul, unsportsmanlike conduct, or obvious unfair act during the down, the penalty will be assessed on the following kickoff.

 

 

 

 

 

 

 

 

 

 

 

 

Additions

Ø      No stiff arm

Ø      2 Rushends must be down for defense

Ø      2 Rushends can only be as wide as the farthest offensive linemen outside shoulder

Ø      ABSOLUTELY NO HEADSHOT! 

Ø      Take snap under center

Ø      Snaps can only be made through center leg

Ø      Field goals

Ø      Any discrepancy NFL rule apply!

Ø      5 yd begging penalty (continue to argue call)

Ø      Receivers must line up at least 5yds from the sideline before play starts.

Ø      Linemen Stance must be square to LOS

Ø      If flag falls unintentionally runner down by touch

Ø      Field goals and Punts can only be blocked from outside rush

Ø      2 personal fouls (15yds penalty) automatic ejection

Ø      Absolutely No additional Shots will be tolerated on QB’s

 

Equipment:

            Flags (Sonic Flags )            NO FLAGS MAY BE CUT OR ADJUSTED

 

Offensive Alignment

            Must have at least 5 players on the LOS

            QB can take snaps from center or gun All snaps must go through center legs

            Linemen stance must be square to LOS

           

            Flag Guarding

Players shoulder, arm, hand, and head covers or prevent a defender from having a   pull at the flag.



 
Metroplex Flag Football League
Tiebreaking Procedures



With the Spring 2003 MFL Regular Season now underway, the following information is provided for those individuals who are interested in how the Metroplex Flag Football League determines postseason playoff seeding. The procedures below are also used to determine the League standings throughout the MFL Regular Season. Please direct any inquiries about the tiebreaking procedures to our mailbox at metrofootball@hotmail.com. The following procedures will be used to break standings ties for postseason playoff positions and to determine next season's regular-season strength-of-schedule selections.
NOTE: Tie games count as one-half win and one-half loss for both clubs.

To Break a Tie Within a Division

If, at the end of the regular season, two or more clubs in the same division finish with identical won-lost-tied percentages, the following steps will be taken until a Division Champion is determined:

Two Clubs

  1. Head-to-head (best won-lost-tied percentage in games between the clubs).
  2. Best won-lost-tied percentage in games played within the division.
  3. Best won-lost-tied percentage in games played within the conference.
  4. Best won-lost-tied percentage in common non-conference games, minimum of three, if applicable.
  5. Best net points in division games.
  6. Best net points in all games.
  7. Best net touchdowns in all games.
  8. Strength of schedule.
  9. Coin toss.
Three or More Clubs
NOTE:
If two clubs remain tied after the third or other clubs are eliminated during any step, tie breaker reverts to Step 1 of the two-club format.
  1. Head-to-head (best won-lost-tied percentage in games among the clubs).
  2. Best won-lost-tied percentage in games played within the division.
  3. Best won-lost-tied percentage in games played within the conference.
  4. Best won-lost-tied percentage in common non-conference games, minimum of three, if applicable.
  5. Best net points in division games.
  6. Best net points in all games.
  7. Best net touchdowns in all games.
  8. Strength of schedule.
  9. Coin toss.

To Break a Tie For Wild-Card Seeding

If it is necessary to break ties to determine the four Wild-Card clubs within each conference, the following steps will be taken:

  1. If the tied clubs are from the same division, apply the division tie breaking procedures, above.
  2. If the tied clubs are from different divisions, apply the following tie breaking procedure:
Two Clubs
  1. Head-to-head (best won-lost-tied percentage in games between the clubs), if applicable.
  2. Best won-lost-tied percentage in games played within the conference.
  3. Best won-lost-tied percentage in common non-conference games, minimum of three, if applicable.
  4. Best net points in conference games.
  5. Best net points in all games.
  6. Best net touchdowns in all games.
  7. Strength of schedule.
  8. Coin toss.
Three or More Clubs
NOTE:
If two clubs remain tied after the third or other clubs are eliminated during any step, the tie breaking procedure reverts to Step 1 of the applicable two-club format.
  1. Apply division tie breaker to eliminate all but the highest ranked club in each division prior to proceeding to Step 2. The original seeding within a division upon application of the division tie breaker remains the same for all subsequent applications of the procedure that are necessary to identify the four Wild-Card participants.
  2. Head-to-head sweep. (Applicable only if one club has defeated each of the others, or if one club has lost to each of the others.)
  3. Best won-lost-tied percentage in games played within the conference.
  4. Best won-lost-tied percentage in common non-conference games, minimum of three, if applicable.
  5. Best net points in conference games.
  6. Best net points in all games.
  7. Best net touchdowns in all games.
  8. Strength of schedule.
  9. Coin toss.
When the first Wild-Card seed has been identified, the procedure is repeated to name the second Wild-Card seed (i.e. eliminate all but the highest-ranked club in each division prior to proceeding to Step 2, and repeat, to identify the next Wild-Card) and continues until all Wild-Card seeds have been named. In situations where three or more teams from the same division are involved in the procedure, the original seeding of the teams remains the same for subsequent applications of the tie breaker if the top-ranked team in that division qualifies for a Wild-Card berth.


Other Tiebreaking Procedures

  1. Only one club advances to the playoffs in any tiebreaking step. Remaining tied clubs revert to the first step of the applicable Division or Wild-Card tie breakers. As an example, if two clubs remain tied in any tiebreaker step after all other clubs have been eliminated, the procedure reverts to Step 1 of the two-club format to determine the winner. When one club wins the tie breaker, all other clubs revert to step 1 of the applicable two-club or three-club format.
  2. In comparing division and conference records or records against common non-conference opponents among tied teams, the best won-lost-tied percentage is the deciding factor, since teams may have played an unequal number of games.
  3. To determine home-field priority among division titlists, apply Wild-Card tie breakers.
  4. To determine home-field priority for Wild-Card qualifiers, apply Division tie breakers (if teams are from the same division) or Wild-Card tie breakers (if teams are from different divisions).

Tiebreaking Procedure for Schedule Strength Selection

If two or more clubs are tied in the selection order, the Wild-Card tie breaker is applied, subject to the following exceptions for playoff clubs:

  1. The MFL Bowl winner is first and the MFL Bowl loser is second.
  2. Any non-MFL Bowl playoff club involved in a tie shall be assigned priority within its segment above that of non-playoff clubs and in the order that the playoff clubs exited from the playoffs. Thus, within a tied segment a playoff club that wins in the Conference Championship game will have priority over a playoff club that wins in the Conference Semifinal playoff game, which in turn will have priority over a club that wins in the Conference Quarterfinal game.
  3. If two tied clubs exited the playoffs in the same round, the tie is broken by the Divisional or Wild-Card tie breakers, whichever is applicable.
  4. Any ties that exist after this procedure is applied are broken by strength-of-schedule.
  5. Any ties that still exist are broken by a coin flip.







 

Back To Top