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CFL Official League Rules - Updated for 2013

CFL RULES 2013



THE FIELD

DIMENSIONS - The game shall be played upon a rectangular field which measures 100 yards in length. This will include an 80 yard playing field and two 10 yard end zones. The width of the field shall be 41 yards and one foot or exactly 12 yards in from the sideline.

MARKINGS - First down markers are positioned in set locations every 20 yards. First downs are only achieved by crossing these markers.




PLAYERS AREA - There will be a designated area for players and coaches located on each side of the playing field, between the 20 yard lines. This is a mandatory location during games for teams.


EQUIPTMENT

THE BALL

Each team must provide an N.F.H.S., NCAA, or Pro Type Football-fully inflated. The Referee shall be the sole judge as to whether all balls offered for play comply with these specifications. Smaller college or high school footballs are prohibited.

Uniforms

Teams will be required to wear like color shirts or jerseys. Shorts with pockets are prohibited. Taping pockets is not permitted. Chains and hoop earrings must also be removed.







PLAYERS

League Dues - Each player is require to pay $200 to the commissioner BEFORE the start of the second game or they will be ineligible to play.  Fee covers facility rental, refs, equiptmenet replacement, etc.


NUMBER - The game is to be played by two teams of SEVEN (7) players each. More than seven players on the field is illegal, while less than seven (7) players is legal with a minimum of five (5) players needed to play. Penalty for too many players: 5 yards for illegal substitution or 10 yards for illegal participation

TRADES - Team rosters are set when the 6th game of the season is started. Players cannot switch teams after this game has started.

ROSTERS - Teams must carry ten (10) regular players on their roster and up to two (2) reserves. The reserve is eligible to play at the coach’s discretion during the regular season. Reserves are not eligible in the playoffs unless one or more regular players are not able to play. Reserves are not allowed to be traded at any time and cannot replace a player for any unsportsmanlike penalties.

LOYALTY RULE – If a player has not passed the six (6) year mark as a full time CFL player, his eligibility can be waived and, thus, the CFL bares no loyalty. However, if a player has played at least six years in the CFL, he is grandfathered into the draft and is given loyalty rights by the coaches of the CFL.


GAME TIMING

LENGTH OF THE GAME - The length of the game is 60 minutes, divided into four quarters of 15 minutes. Running time with no clock stoppage is used in the first half until the 2-minute mark in the second quarter. During the FINAL 2 MINUTES of the EACH HALF, traditional clock stoppage is used only when the ball carrier steps out of bounds, there is an incomplete pass, a change in ball possession, a score is achieved, and when there is a penalty only. THE CLOCK WILL START AS SOON AS THE PENALTY IS ASSESSED.

STARTING EACH GAME - A coin toss will determine either of one of three choices- Offense, Defense, or Defer Choice to Second Half.

TIME OUTS - Each team is allowed three (3) time outs per half. Charged time outs can be used at anytime. The time clock will begin at the snap of the next play.

EXCEPTION: The Referee may allow necessary time to attend to an injured player; or repair legal equipment in which the Referee will use his discretion on whether or not the clock stops.

TIME BETWEEN PLAYS - The offensive team has 30 SECONDS in which to snap the ball once the referee has spotted the ball after the previous play has been ruled dead. It shall be the responsibility of the offensive team to retrieve the ball and hand it to the referee after each play. The referee will indicate by signaling to the offensive team when 10 seconds remains on the 30 second clock, and a 5 yard penalty will incur if the ball is not snapped within 30 seconds.

MERCY RULE – No mercy rule in effect. Coaches may use discretion and agree when to call a game.



OFFENSE

Formation

LINE OF SCRIMMAGE - Offensive team must have at lease three (3) players on the line of scrimmage at the time of the snap.

MOTION – No motion is allowed.

BLOCKING- Full contact blocking is permitted. No blocking in the back or roll blocking is permitted.

ELIGIBLE RECEIVERS - ALL 7 PLAYERS INCLUDING THE LINESMEN ARE ELIGIBLE to run down field and catch passes. Receivers can all line up on one side -- there does not have to be a balanced wide receiver set. However, at least three (3) players must be on the line of scrimmage prior to the snap.

FORWARD PASSES – The offensive team is only allowed one forward pass.

FLAG GUARDING - A ball carrier can not shield his flags from the opponent with his free hand when attempting to elude tacklers. Play is a live ball foul so play will continue after foul. Flag guarding will result in a 10 yard penalty from the spot of the foul & loss of down, unless the ball carrier exceeds the 1st down mark by more than 10 yards.


DEFENSE

RUSHING -Full rush is allowed on every down. No 3 point stance is permitted.

BUMP AND RUN – Bump and Run is allowed on a receiver within five (5) yards of the line of scrimmage.


TACKLING AND RUNNING

TACKLING - A legal tackle is defined as pulling OFF the ball carrier's flag belt, without impeding his forward movement. Incidental contact does not constitute a penalty against the offense or defense. Tackling a ball carrier is ILLEGAL, as is aggressively shoving or pushing the ball carrier to the ground or out of bounds without making an attempt to pull the flag. Penalty: 10 yards plus automatic 1st down.

PLACEMENT OF THE BALL WHEN FLAG IS PULLED

SPOTTING THE BALL - The ball will be placed at the point of the ball when the flag is pulled.

BALL CARRIER IS NOT WEARING OR INADVERTENTLY LOSSES HIS FLAG BELT - In an event a ball carrier is not wearing or loses his flag belt inadvertently, single hand touching of the ball carrier will constitute a legal tackle. It is illegal to pull someone’s flags before the ball arrives. If this happens, the runner is not down until touched, and a 10 yard penalty will be added to the end of the play.

BALL CARRIER INADVERTENTLY FALLS TO THE GROUND - A ball carrier who falls to the ground is CONSIDERED DOWN and will not be allowed to get back up to play. A player is allowed to put his hand on the ground without being considered down.

FUMBLES - There are NO FUMBLES. When the ball carriers loses control of the ball and it touches the ground the play is ruled dead and the ball is spotted at the point it touched the ground as long as the spot is at or behind the ball carriers forward progress.

STRIPPING THE BALL – Is allowed as long as there is not a holding call made by the referee.

BAD SNAPS FROM CENTER - Any center snap that falls and touches the ground will be ruled dead at the spot of the ball hits the ground.


FIELD POSITIONING

BALL PLACEMENT- The team that is receiving the ball at the start of the game or after any touchdown will start the ball at the equivalent to the 20 YARD LINE. There will be NO KICKOFFS to start play.

PUNTING- The offensive team is allowed to punt the ball on any down to better their field position. The offense must declare what they will do i.e. go for 1st, or punt. The offense may not change their mind once a punt is declared unless they use a timeout. The receiving team can field the punt at any time until the kicking team touches it. If a punt touches a player i.e. muff, the ball will be spotted where it touches the ground. If the ball is muffed by the receiving team and ends up in the punting team’s hands before hitting the ground the ball belongs to the punting team and the punting team can advance the ball.


PLAYERS

AT THE BEGINNING OF THE GAME EACH TEAM MUST DESIGNATE ITS CAPTAINS, one for the offense and one for the defense. Captains’ act as sole representatives of their team in all communications with the officials, no other players may question the officials.

PLAYOFF ELIGIBILITY - Players must have participated in at least (5) five regular season games to be eligible to participate in playoff unless a player is injured.


OVERTIME

If both teams are tied after regulation the game will go into overtime. The format will follow the High-School/College system of each team getting 4 downs to score from the 10 Yard Line. Both teams get equal chances to score.






SCORING

Touchdowns = 6 points

EXTRA POINTS

Running/ Passing from the 3 Yard Line = 1 point

Running/ Passing from the 10 Yard Line = 2 points

SAFETY- There will be 2 points awarded for a safety and the offensive team will loose possession.

Defensive Penalties

Offside –
A defender will be considered offside when he breaks the neutral zone prior to the snap, even if there is no contact made with the offense. You are not allowed to jump back. 5 yard penalty and replay the down. The offense has the right to accept or decline an offside penalty. If the offensive team declines and a second offside penalty occurs the penalty is 10 yards and an automatic first down.

Roughing the Passer –
Roughing the passer is when the defender makes contact with the Quarterback in a manner that is aggressive or that is not deemed an attempt to go after the flag belt. This includes when a defender tries to deflect the pass and makes contact with the quarterback’s arm or hand. Penalty- 10 yards and automatic 1st down.

Defensive Holding –
Defensive holding is when a defender grabs the ball carrier and impedes his forward progress. This includes when the defender is attempting to pull a flag and misses and grabs the ball carriers shorts or shirt. 10 yard penalty and automatic 1st down.

PASS INTERFERENCE -
Defensive pass interference will result in an automatic 1st down and 15 yard penalty from line of scrimmage. Offensive pass interference will result in a loss of down and 15 yard Penalty from line of scrimmage.

FIGHTING AND UNSPORTSMANLIKE CONDUCT

UNSPORTSMANLIKE CONDUCT - Fighting and unsportsmanlike conduct will not be tolerated. A player ejected for any reason will be suspended for the following game. THROWING ROCKS IS PROHIBITED. Verbal abuse also will not be tolerated. Such abuse when deemed appropriate will be grounds for game ejection and possible league suspension. Penalty: 10 yards and automatic 1st down
Subject to appeal hearing

SWEARING RULE – It is the referee’s discretion on swearing penalties so as to limit vulgarity that could cause WBHS to revoke our privilege to play on their field. The referee may choose to issue a verbal warning to a player. The infringements are a five -yard penalty, a ten yard penalty and then an ejection as the referee’s discretion.

LEAVING THE SIDELINE- Any player who leaves the sideline for any reason will be subject to an automatic three (3) game suspension. That includes helping out a brother, uncle, or cousin in a fight or scuffle or anything else.

RESERVES – If a player is ejected for any reason, he cannot be replaced by a reserve.

Offensive Penalties

NOT ENOUGH MEN ON THE LINE –The offense is required to have at least three (3) men on the line of scrimmage. If the offense fails to three men on the line of scrimmage a penalty will be called. 5 yards and replay the down.

OFFENSIVE HOLDING- Offensive holding is when you wrap a defensive player up or yank his jersey to impede progress. This is a 10 yard penalty from the line of scrimmage and replay the down.

FLAG GUARDING – Flag guarding is defined as any attempt by the ball carrier to shield his flags from being pulled. This includes but is not limited to, swinging free hand, stiff arming, holding flags with free hand, lowering shoulder, and moving flags with ball. 10 yard penalty and loss of down (unless a first down is achieved after the penalty has been marked off).

DIVING – A player may dive for additional yardage or end zone, but may NOT jump or hurdle a defender while carrying the ball. Jumping while carrying the ball will be a 10 yard penalty and loss of down.

TIE-BREAKERS:

2 TEAMS:

#1- HEAD TO HEAD COMPETITION
#2- POINT DIFFERENTIAL IN HEAD TO HEAD GAMES
#3- POINT DIFFERENTIAL IN THE WHOLE LEAGUE
#4- COIN TOSS (BEST 2 OUT OF 3)
#5- WHO’S MOM MAKES THE BEST DOLMA?

3 TEAMS:

#1- HEAD TO HEAD VS LIKE OPPONENTS
#2- POINT DIFFERENTIAL BETWEEN ALL THREE TEAMS
#3- POINT DIFFERENTIAL IN WHOLE LEAGUE
#4- COIN TOSS (BEST 2 OUT OF 3)
#5- WHO’S MOM MAKES THE BEST DOLMA?

ALL RULES NOT STATED WILL BE DECIDED BY A MAJORITY VOTE BY COACHES AND VETERAN PANEL.

ALL ISSUES THAT AFFECT A COACH’S TEAM DIRECTLY WILL BE DECIDED BY THE OTHER COACHES AND COMMISSIONER OR PANEL.