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Posted Apr 29/12 - ARENA RULES

CISFL - 8 ON 8 ARENA FOOTBALL RULES OF GAME

 

“THE BOX”

The term “box” is used to define the area where the Quarterback and Fullback can align offensively and the

area where the two inside Linebackers can align defensively

TE C G

QB

FB

OFFENSIVE FORMATION

The Fullback can line up as wide as the inside shoulder of the Offensive Guard and the Tight End. The

Fullback must be lined up “in the box.” If the Fullback is aligned in the “up” position, he cannot break the

plane of the “butt” of the offensive line

DEFENSIVE FORMATION

FB

QB

TE C G

E N E

JLB MLB

Seven (7) Yards Deep

The two Linebackers must be aligned at “depth.” Depth is the day light between the butt of the Defensive

Lineman and the Linebackers. At no time prior to the snap can the Linebackers be deeper than seven (7)

yards

The width of the defensive box will be determined by the outside shoulders of the Offensive Guard and

Tight End.

The two Linebackers can never be wider than the inside shoulder of the Offensive Guard and Tight End prior

to the snap

The Defensive End must line up on some part of the Offensive Guard and Tight End. This is defined as

shoulder to shoulder with the Offensive players inside or outside shoulder

“Formations- Offense”

Maximum Maximum

4 feet 4 feet

TE C G Minimum 3 yards WR

Minimum QB Minimum

WR 3 yards 3 yards WR

FB

1. Offense must have four (4) men on the Line of Scrimmage at the snap.

2. The maximum the interior Lineman can split is four(4) feet

3. The Tight End must raise his to let the Defense and Officials know that he is eligible to go out

for a pass.

4. The Split End can’t be aligned any closer than four(4) yards from the Offensive Guard

5. The Fullback and the Quarterback must be the within the box described on B-1.

6. The Tight End must be on the opposite side of the Wide Receiver who is on the Line of

Scrimmage. At the snap of the ball, the only stationary players allowed in the box are the

Quarterback and Fullback

7. Offensive formations may vary as long as there are four(4) men on the Line of Scrimmage and

the Quarterback and Fullback are within the box and the Tight End is opposite the Wide

Receiver who is on the Line of Scrimmage.

“Formations- Defense”

FB

WR QB WR

TE C G WR

E N E

C S C

1. Defense must have three (3) Defensive Lineman in a 3 or 4 point stance.

2. The Defensive Ends must be ligned up shoulder to shoulder on the Offensive Linemen. (inside

shoulder, head up or outside shoulder)

3. The Noseguard must be aligned helmet to helmet with the Center. There is no shading. ( Shading is

a 5 yard penalty- Illegal Formation)

4. The two inside Linebackers must be aligned at the depth and no wider than the inside shoulder of

the of the Offensive Guard and Tight End

5. The Linebacker away from the Tight End must raise his hand and is the only Linebacker who can blitz

6. If a Receiver stays in to block, then the man covering that Receiver is free to blitz.

7. There is no restriction on coverage in the secondary.

8. Either Linebacker may cover the Tight or Fullback in a pass route.

“DAYLIGHT”

The term daylight is used offensively and defensively.

The Head Linesman and Line Judge should be able to look through a “tunnel” prior to the snap and

see”daylight” between (a) the Offensive Line and the Fullback, and (b) the Defensive Linebackers and the

Defensive Lineman.

The Back Judge should not be able to see”daylight” between the Defensive End’s inside shoulder and

Offensive Guard ot Tight End’s outside shoulder.

Defensive End too wide is an illegal formation

ILLEGAL FORMATION= 5 yards from previous spot

LEGAL FORMATION

FB

G C TE

E N E

M J

ILLEGAL FORMATION

FB

G C TE

E N E

M J

Too much daylight between the Defensive End’s and the Offensive Lineman

“THE BLITZ”

Who can blitz? The only person who can blitz is the Linebacker who is lined up away from

the Tight end.

QB

A A

gap gap

TE C G

E N E

JLB MLB

This Linebacker can blitz into either “ A “ gap. The noseguard is also allowed to rush either

“A” gap.

Where can the Linebacker” Blitz?” The Linebacker may blitz into either gap, right or left of

the Center. The only time the Linebacker may blitz outside is the Quarterback is outside of

the” box.”

QB

TE C G

E N E

JLB MLB

This blitz is legal because the Quarterback is outside the box.

“ILLEGAL BLITZ”

An illegal blitz occurs when the wrong Linebacker ( i.e. the Linebacker on the same side as

the Tight End) blitzes or takes an outside rush when the Quarterback is in the pocket

QB

TE C G

E N E

JLB MLB

This blitz is illegal Wrong Linebacker

Blitzing

FB

QB

Illegal TE C G

Outside E N E

Blitz JLB MLB

This blitz is illegal. The Quarterback is in the pocket. The Linebacker may only

blitz in the “A” gap

“BLITZING”

There is no foul if a Safety, Corner or Jack “blitz” occurs on a run play

If the Quarterback is passing from the pocket and hit on an illegal blitz= Personal Foul

Personal Foul= 8 yards Previous or Tack on if pass or run is completed beyond the line of

scrimmage

If Corner, Jack or Safety blitz/rush at snap ( No contact on QB):

1. If there is a run: Blitz is legal

2. If there is a run/pass option play: Blitz is legal

3. If there is a run/pitch action fake: Blitz is legal

4. If there is No run or No Quarterback run or action fake: Blitz is illegal

Penalty: Illegal Defense= 5 Yards, Automatic 1st down from previous spot.

The word ”blitz” in this section is not an attack on the QB. It is giving players the ability to

come across and meet a run play. It does not give them the right to continue and hit the QB,

while in the offensive box, even if there is a play fake. The QB is considered in the box if any

part of his person is touching any part of the box.

“ILLEGAL DEFENSE”

An illegal defense penalty will be called when the Mac Linebacker is outside of the his

restricted area and the Fullback and Tight End are not in a route

The two Linebackers must be within (7) yards of the line of scrimmage.

The umpire will be positioned at seven ( 7) yards at the snap.

The two Linebackers can not be deeper than seven yards from the line of scrimmage,

The Mac Linebacker can not be wider then the box unless the Tight End or the Fullback is in a

route. The Jack Linebacker can cover wall to wall but can not go deeper then seven (7) unless

the Tight End or the Fullback is in a route.

RULES FOR MAC

RULES FOR

RULES FOR JAC

 

“NO DOUBLE COVERAGE”

Who can cover the Tight End and Fullback? Either Linebacker may cover the Tight End or

Fullback, but at no time can both Linebackers cover the Tight End or Fullback (Double

Coverage)

“DEFENSIVE LINE PLAY”

On the Defensive Line the Lineman are not allowed to drop into coverage. How ever the

Defensive lineman are allowed to run stunts and twist. When a stunt or twist happens on

the defensive line the mac linebacker if he blitzes can still only blitz the A gap. If the mac

Linebacker blitzes outside it will be an Illegal Defense 5 yards and automatic 1st Down

 

 

“DEFENSIVE LINE PLAY”

On the Defensive Line the Lineman are not allowed to drop into coverage. How ever the

Defensive lineman are allowed to run stunts and twist. When a stunt or twist happens on

the defensive line the mac linebacker if he blitzes can still only blitz the A gap. If the mac

Linebacker blitzes outside it will be an Illegal Defense 5 yards and automatic 1st Down

“DEFENSIVE END COVERING FULLBACK”

If the Fullback comes out, the Defensive End may go with him, but may not cover him past

the line of scrimmage- downfield.

LEGAL

FB

QB

G C TE

E N E

Defensive End can cover Fullback as long as the Fullback has not crossed the Line of

Scrimmage

ILLEGAL

FB

QB

G C TE

E N E

Defensive End can not cover Fullback because he has crossed the Line of Scrimmage

“CRACKBACK BLOCKS ”

A player in motion towards the ball prior to the snap may not block a Defensive Lineman but

can go and block a linebacker above the waist.

ILLEGAL CRACKBACK BLOCK

FB

WR QB WR

WR G C TE

E N E

M J

LEGAL CRACKBACK BLOCK

FB

WR QB WR

WR G C TE

E N E

M J

A stationary Wr can block down on a Defensive Lineman but he cannot block him below the

waist. Also if a stationary WR is blocking then the Defensive back covering him is free to

rush.

FB (FREE TO RUSH)

WR QB WR

WR G C TE

E N E

M J CB

“STACKING ”

G C TE

E N E

M J

THIS IS A LEGAL FORMATION

Defensive Ends are Legal

Linebackers are Legal

Linebackers can never be wider than inside shoulder of Guard/Tight End

Ends must line up with some part of Guard/Tight End

Linebackers can never be wider than Ends

G C TE G C TE

E N E E N E

M J M J

ILLEGAL FORMATION ILLEGAL FORMATION

(Mac LB too Wide) (both Mac and Jac LB too Wide)

“FIELDGOAL ”

K

H

UB

TE G C G TE

E N E FB

C J S C

Only the 4 down lineman can rush the kick.

“OFFENSIVE MOITION ”

Motion: Only two (2) eligible receivers may be in motion forward, backwards, or laterally,

prior to and at the snap. Restrictions for motion receivers are:

a. cannot begin motion until entire team is set for one second; (illegal shift)

b. cannot be in motion through or stationary within the offensive box at the snap; (illegal

motion)

c. cannot perform a “stop-motion” move; (illegal motion); and

d. cannot block one of the three interior defensive linemen until the ball has crossed the line

of scrimmage. (personal foul, illegal block – ten yards)

FB

WR QB WR

WR G C TE

“RULES OF THE GAME ”

A. THE FIELD

An indoor artificial surface, 85 feet wide and 50 yards long with end zones eight to ten

yards in length; if possible. End zones should not be rounded off; if possible. If these

requirements cannot be met, the home team must apply to the league for a waiver

from these requirements.

B. THE DASHER BOARDS

The top of the dasher boards are OUT of bounds. The field of play is determined by

making it “within the walls”. The top of the dasher boards should be considered as

sideline markers and should be out of bounds when considering loose ball plays,

NOTE: Any loose ball which hits off the dasher boards is in play and a live ball.

C. THE GOAL POSTS

1. Goal posts are placed and centered above each end wall. The posts are 10 feet off

the ground and 10 feet wide. The uprights should extend 20 feet from the crossbar. All

goal posts shall be painted in fluorescent “Autumn Yellow.” The goal post can be either

PCP piping or coloared tape.

D. GAME OFFICIALS

1. Four and “NO” less than Two Officials shall make up a game day crew. They are Referee, Linesman, Line

Judge, and Back Judge.

2. Officials must be registered with the CISFL.

3. Officials’ uniforms will consist of: NFHS/NCAA style Black and White stripe short

sleeve shirt, White Knickers, NCAA Socks, and a Blue Bean Bag. (Flag, down marker,

Whistle, and Watch are part of the uniform).

4. The officials’ jurisdiction begins when the officials enter the venue and ends when all

officials leave the venue.

5. There shall be no entry into officials’ dressing room without permission.

6. Home team shall provide a secure area for officials.

7. Home team is responsible for officials’ safety.

8. Home team shall escort officials from the arena to their vehicles after the game.

9. Officials should arrive in the home team's venue a hour and an half prior to kickoff.

The Referee should meet with an official from the home team to obtain the official’s

pay for the game.

10. The Referee shall meet with the Head Coach of each team one hour before

kickoff, for general rule interpretations/questions/concerns and obtain a game day 21

man roster for both teams.

11. Home team is responsible for the three chain crew workers.

14. The Referee for each CISFL contest shall administer penalties using official football

hand signals,

15. Back Judge is responsible for the 25 second count.

16. Back Judge is responsible for official game clock.

F. TEAM BENCH

1. Only the 20 players playing in the game, coaches and medical staff will be permitted

in the team's bench area

2. Coach-to-coach communication devices are permitted.

3. The home team will designate which side of the field will be utilized by the home

coach. This decision will be made during the Referee’s pre-game visit with the coach of

the home team. The visiting coach will utilize the opposite side of the field. Once made,

this decision may not be changed. Only one coach per team may be on the field at any

time, but must remain 10 yards behind the line of scrimmage when the play starts, and

against dasher boards, on their designated side. The coach will not be more then 3

yards from the dasher board, other than a team timeout. The first offense (either to far

into the field of play or having a second coach on the field) is an Unsportsmanlike

Conduct Penalty. The second offense is an Unsportsmanlike Conduct Penalty. The

Third Penalty is another Unsportsmanlike Penalty as well as a loss of sideline

privileges for the infracting staff member for the remainder of that contest. There will be

no warning.

4. Ejected players and/or coaches and/or team personnel must leave the team bench

area for the remainder of the contest.

G. THE GAME

1. Coin Toss will take place four minutes prior to kickoff at midfield. The winner of the

coin toss may elect to kick, receive, defend or defer.

2. Each contest will consist of four 15-minute quarters with a running clock. except

during the final minute of each half.

3. The official time will be under the supervision of the Back Judge.

4. If the game is tied after four quarters, Overtime will take place. (SEE OVERTIME)

5. A live ball in player possession is declared dead when as a result of opponent

contact, a) Any part of the runner’s body, except his hand or foot touches the ground,

or b) Any part of the runner’s body touches the dasher boards. Should a runner slide,

slip or fall to the ground without opponent contact and remain there, he has declared

himself down and the official shall sound his whistle. The ball shall be marked at the

spot where the runner first contacted the ground. Inside the final minute of each half, if

a runner touches the dasher board, intentionally or not, he is declared out of bounds

and the clock is stopped. Intent is not a requirement of this rule.

6. With under one minute ball beyond the previous spot remaining in the 4th quarter,

the offense, if ahead in the score, must advance the ball past the previous spot, or the

game clock shall stop at the end of the down and start on the next legal snap. This is

referred to as the positive yardage/clock rule.

H. THE PLAYERS, ALIGNMENT and EQUIPMENT

1. Eight players on the field for each team; 21-man active roster; four players may be

on an inactive roster. The Head Coach will provide to the Referee, prior to

commencement of the game, an original, signed, game day roster.

I. OFFENSE

2. During scrimmage downs, the offensive team shall consist of 8 players, delineated

as follows:

One center who must snap the ball, one guard and one Tight End. The Tight End must

Raise his hand coming up to the Line of Scrimmage to show he is eligible to go out and

catch a pass.

Three receivers, a quarterback, and a fullback. Each of these players is an eligible

receiver. If a player is positioned as a receiver on the line of scrimmage, said player

remains eligible even if “covered up” by a wide receiver

Alignment: A minimum of four (4) offensive players must be stationary and on the line

of scrimmage prior to the snap. This is the center, guard, tight end and at least one

receiver. Offensive linemen cannot be aligned at an angle and he must face his

opponent’s goal line with the line of his shoulders approximately parallel there to and

his head breaking the plane of the line drawn through the waistline of the snapper. No

receiver, or receivers if more than one, may line up closer than three yards from the

outside shoulder of the nearest guard.

3.Only two players, the quarterback and one (1) fullback, can be positioned in the

offensive box prior to and at the snap and both must be stationary. There must be

daylight between the fullback and the deepest interior lineman. The offensive box is

defined as the area between the outside shoulders of the guard & tight end, not to

exceed five (5) yards wide; and the box continues from the line of scrimmage to the

offensive team’s end line. The entire offense must be set for at least one second

before any player goes in motion. The only player who may receive a handoff in the

offensive box is the fullback who was stationed in the box at the snap.

4. Motion: Only two (2) eligible receivers may be in motion forward, backwards, or

laterally, prior to and at the snap. Restrictions for motion receivers are:

a. cannot begin motion until entire team is set for one second; (illegal shift)

b. cannot be in motion through or stationary within the offensive box at the snap;

(illegal motion)

c. cannot perform a “stop-motion” move; (illegal motion); and

d. cannot block one of the three interior defensive linemen until the ball has crossed

the line of scrimmage. (personal foul, illegal block – ten yards)

DEFENSE

7. Three (3) defensive players must be down linemen, in a three or four-point stance at

the snap. It is an illegal defense if the down linemen are not in a 3 or 4 point stance at

the snap.

8. Defensive linemen may align head up or in a shade technique on offensive linemen.

The shade cannot be wider than shoulder to shoulder. Defensive linemen cannot be

aligned at an angle. The three defensive linemen must be aligned on one of the interior

offensive linemen. Any violation of this section is an illegal defense.

9. Defensive linemen cannot drop or go laterally into pass coverage. Any violation of

this section is an illegal defense.

10. Defensive linemen are permitted to stunt, loop, twist, or scrape.

11. Two (2) defensive linebackers must initially be positioned in the defensive box and

cannot leave the defensive box until the ball is snapped. The linebacker’s restriction to

the defensive box is controlled by each offensive play. “Defensive Box” is the area

defined by imaginary lines perpendicular to the outside shoulders of the outside

defensive linemen. The depth of the defensive box is 7 yards from the line of

scrimmage. Any violation of this section is an illegal defense.

12. When the ball is snapped from the 7 yard line and in, the 7 yard depth restriction on

the linebackers disappears. All other restrictions on the linebackers remain in force.

13. Only one linebacker may blitz on any given play. If one elects to blitz, the

linebacker must pass between two defensive linemen in the "A" gap only. Linebacker

alignment begins within the defensive box, and there must be “daylight” between the

defensive linemen and both linebackers.. One linebacker may cover sideline to sideline

while dropping to a maximum of 7 yards from the line of scrimmage. However, he must

be in the defensive box at the snap. Any violation of this section is an illegal defense.

14. If the running back leaves the offensive box, all linebacker restrictions end; and

defensive backs and linebackers are allowed to force the run (blitz).

15. To summarize this rule, note the following: a) both linebackers must be stationary

and in the box at the snap; b) they may not be moving forward at the snap; d) a

maximum of one may blitz; c) a maximum of one may move laterally out of the box

after the snap but not exceed a 7 yard depth; and d) daylight must exist between the

defensive linemen and the linebackers. The penalty for any illegal defense is 5 yards,

previous spot and an automatic first down. There can be no illegal defense if the

running back leaves the offensive box, as all linebacker restrictions end when the

running back leaves the offensive box.

16. It is legal for a team to not blitz either linebacker.

17. If play action occurs by the offense, or if the ball leaves the offensive box, all

linebacker restrictions end; and defensive backs and linebackers are allowed to force

the run (blitz).

18. Defensive backs have free alignment (excluding the box) and can align on the

receiver at any depth (press, loose, off, etc.) If a Defensive back is in the box at the

snap, the penalty is for an Illegal Defense.

19. All players are prohibited from grabbing the inside back collar of the shoulder pads

or jersey, or the inside collar of the side of the shoulder pads or jersey, and

immediately pulling the runner down. This rule applies anywhere on the field. This is an

illegal horse collar tackle. Personal foul, 10 yards and automatic first down.

20. No player shall twist, turn or pull the face mask or any helmet opening of an

opponent. It is not a foul if the face mask or helmet opening is not twisted, turned or

pulled. When in question, it is a foul. Personal foul, 10 yards and automatic first down.

21. Free substitution is allowed, but players must be legally aligned before the snap.

22. Players shall adhere to the following numbering requirements: K/QB/RB/DB/WR: 1-

49 or 80-89. OL/DL: 50-79 or 90-99 . Trys and field goal attempts are an exception to

the numbering requirement. On trys and field goals, eligibility is determined solely by

position.

23. All teams shall be properly equipped - no casts (unless padded with approved foam

etc.), hard substances, metal, or steel may be on any part of the uniform/shoes at any

point of an CISFL contest.

24. Proper shoes for the surface are mandatory. Exception: A Kicker may kick

barefoot.

25. NOCSAE approved helmet, shoulder pads, stockings, and team issued uniform are

mandatory, along with hip pads, thigh pads, kneepads and belts.

26. Numbers must be placed on the front and back of all jerseys.

27. Any official may remove any player that is not properly equipped. The penalty is an

unsportsmanlike conduct penalty charged against the head coach.

28. All players must be 18 years of age. NOTE: Any player right out of High School that

plays professionally would automatically lose his NCAA eligibility.

RULE H INTERPRETATIONS

OFFENSE

Rule H(2) states the formation requirement for the three interior linemen. It follows that

there may not be an unbalanced line, i.e. a snapper with the two guards on one side of

the snapper. An unbalanced line is a live ball, illegal formation foul.

Rule H(2) states that no receiver, or receivers if more than one, may line up closer than

three yards from the outside shoulder of the nearest guard. This is interpreted to

require that not only does the stationary receiver on the line of scrimmage have to be

lined up at least three yards outside of the nearest guard, but also, any motion man in

motion towards the line of scrimmage at the snap may only cross the line of scrimmage

outside this 3 yard requirement. If the stationary receiver lines up inside three yards, or

if this forward motion receiver crosses the line of scrimmage inside three yards, it is a

live ball, illegal formation foul. If the motion receiver is moving parallel to the line of

scrimmage at the snap, there is no three yard requirement. However, the blocking

restrictions remain, on this parallel motion receiver.

Rule H(2) states the offensive linemen cannot be aligned at an angle. This is

interpreted as requiring the offensive lineman to have his shoulders “approximately”

parallel to the goal line and his head breaking the plane of the line drawn through the

waistline of the snapper. The intent of the rule is to ensure the offensive lineman does

not gain an advantage by lining up at an extreme angle. So long as the lineman’s head

breaks the plane of the line drawn through the waistline of the snapper and his

shoulders are close to parallel with the goal line, he is legal. If the offensive lineman is

not aligned as required herein, it is a live ball, illegal formation foul.

Rule H(3) mandates “daylight.” Daylight is determined by the wing officials, by

observing the plane which runs parallel to the line of scrimmage and through the rear

most portion of the rear most interior lineman’s body part, usually the foot. If any part of

this plane is breached by either the running back or his equipment, there is no daylight

The quarterback is exempt from the daylight rule when he is in position to take a direct

hand to hand snap from the snapper.

Rule H(4) The parameters for the wing officials in calling the motion men for a false

start are as follows. The wing officials will permit the motion receiver up to a 2 feet

maximum “grace space” before the play is killed. That is, if the motion receiver is two

feet or less beyond the line of scrimmage at the snap, the wing official will let the play

continue and not call a foul for a false start. Anything in excess of two feet the wing

official will kill he play and throw a flag for a false start. In addition, the false start by

motion man is what kills the play so if the defense encroached prior to the snap but

after the receiver has crossed the line of scrimmage, the encroachment is ignored

because by rule, as soon as motion man crosses the line of scrimmage before the

snap, the play is dead.

Rule H(4) A receiver may not perform a “stop-motion” move. This means a receiver

may not start his motion, and then abruptly stop his motion. This is illegal motion.

DEFENSE

Rule H(7) requires down linemen to be in a 3 or 4 point stance at the snap. If a

defensive lineman is retreating after jumping into the neutral zone in anticipation of the

snap, he has not gained an advantage and this is an exception to the requirement that

the down lineman must be in a 3 or 4 point stance. This play is not a foul.

Rule H(8) states that defensive linemen cannot be aligned at an angle. This is

interpreted as requiring the defensive lineman to have their shoulders “approximately”

parallel to the goal line, and to prevent the defensive lineman from lining up at an

extreme angle. If the defensive lineman is not aligned as required herein, it is a live

ball, illegal defense foul.

Rule H(11) states the depth of the defensive box is 7 yards from the line of scrimmage.

If the linebacker goes beyond the six yard depth of the defensive box, the umpire will

throw the flag because the umpire does not know where the linebacker is nor what he

is doing, and this linebacker can’t be watched. This is why the umpire must align at a 7

yard depth on every play.

Rule H(12) states that when the ball is snapped from the 7 yard line and in, the 7 yard

depth restriction on the linebackers disappears. All other restrictions on the linebackers

remain in force. This is interpreted that either or both linebackers may retreat more

than 7 yards into the end zone. All other box restrictions remain if force, in that only

one linebacker may blitz; and only one linebacker can move laterally within the 7 yard

restriction. However, if either or both linebackers retreat more than seven yards, they

have free reign to cover sideline to sideline, so long as they maintain a seven yards or

greater drop, until such time as normal linebacker restrictions end. In order to retreat to

a depth greater than 7 yards, the linebacker must immediately retreat to this distance

at an angle 45 degrees or less and pass the 7 yard depth . If the angle of retreat is

greater than 45 degrees,(i.e. a “flatter” retreat) it is an illegal defense.

Rule H(13) states that if a linebacker elects to blitz, he must pass between two

defensive linemen in the "A" gap only. The A- gap is defined as either side of the

center. The linebacker may blitz through either A-gap. Some teams have set plays

where it will look like an outside rush however it is legal if the blitz is through the A gap.

Keep in mind that if you decide to call this foul, (as in many foul situations) an

advantage must be gained. That is, if a linebacker blitzes wide, the umpire will focus in

on this linebacker. If this linebacker was blocked out of the play, do not throw the flag.

After the play, talk to the linebacker about his error. However if in the umpire’s opinion

the linebacker in some way influenced the play, such as causing the QB to go

elsewhere with the pass, or any other disruption in the play, the umpire will flag the

play.

When the A- gap closes, umpires must be careful with this foul. If the linebacker goes

into the A- gap and is picked up by the guard or center and taken wide, where he beats

that guard or center, there is no foul. The linebacker’s initial move was into the A-gap

and thus, is legal. In order to call this foul, the linebacker must clearly taken a path

outside the guard’s shoulder and blitz wide. When this occurs, the umpire must go into

the "advantage gained" mode, and decide if the foul should be called.

If a linebacker enters into the offensive box at any time for any reason, this will be

interpreted as a blitz. The linebacker does not have to “charging hard” for it to be a

blitz. If the linebacker enters the offensive box, this is a blitz. It is this second

linebacker’s responsibility to avoid entering the offensive box at any time, if the other

linebacker has blitzed.

Rule H(13) Both linebackers must be stationary at the snap. This is a live ball, illegal

defense foul.

Rule H(14) states that if the fullback leaves the offensive box, all linebacker restrictions

end. This means that one or both linebackers may blitz, retreat greater than 7 yards, or

move laterally into the flats, and there is no illegal defense.

Rule H(17) states that if play action occurs by the offense or if the ball leaves the

offensive box, all linebacker restrictions end. Play action is interpreted as a hand-off, a

fake hand-off, or a pump action fake throw by the quarterback. Whenever one of these

happens, all linebacker restrictions end. This means that one or both linebackers may

blitz, retreat greater than 7 yards, or move laterally into the flats, and there is no illegal

defense.

Rule H(19) Regarding a horse collar tackle. This type of tackle is prohibited anywhere

on the field.

Rule H(23) requires all teams shall be properly equipped - no casts (unless padded

with approved foam etc.), hard substances, metal, or steel may be on any part of the

uniform/shoes at any point of an CISFL contest..

Rule H(25) requires that any glove be approved by a sanctioning body. The

sanctioning body may be the NFL, the NCAA, or the National Federation and must

contain an approval tag on the glove.

I. TIMING

1. Four 15-minute quarters. Halftime shall be a minimum of 10 minutes and a

maximum of 15 minutes. This is at the discretion of the Home Team.

2. A running play clock will be used except during the final minute of each half.:

A running clock will stop:

a. For a team or official’s time-out.

3. In the final one minute of each half, the clock stops for out-of-bounds plays and

incomplete passes. The clock also stops when a team is granted a first down. In the

event of an official’s time-out, the clock will start based on the status of the previous

play.

4. When inside one minute of either half, if a runner comes in contact with the wall, he

shall be whistled out of bounds and the clock will start on the snap. Intent is not a

requisite of this rule. If the runner touches out of bounds, intentionally or not, within the

last minute of the half or game, the clock will stop and will start on the snap

5. Each team is granted three (3) timeouts per half; each 1 minute in length, except

during the last minute of the 2nd and 4th periods, when the time-outs will be 30

seconds. All time-outs will be timed by the back judge.

6. The ICFL will utilize a 25-second play clock that will be under the supervision of the

Back Judge. If there is no 25-second clock in clear view on each end of the field, the

Back Judge will indicate the final 5 seconds of the play clock by raising his hand.

7. The clock will stop for any injured player and that player must leave for one play.

Inside of one minute in the 2nd and 4th periods, the injured player’s team will be

charged with a timeout. If the team is tied or trailing in the score, and has no timeouts

left, 10 seconds will be removed from the game clock. If the injury occurs within the

final 10 seconds, regulation time is ended.

8. The offensive team's QB may spike the football to stop the clock inside of one

minute of the second and fourth periods. NOTE: The football must hit the ground first

and not a player. If the ball hits a lineman first, the penalty is for illegal touching.

9. Acceptable crowd noise is not a reason for clock stoppage. Acceptable crowd noise

includes but is not limited to any non-electronically or non-air/gas powered noise.

Cowbells, seat banging, feet stomping, screaming, clapping are all examples of

acceptable crowd noise. Whistles, electronically powered or air/gas powered horns or

noise devices are considered unacceptable noise, and if identified, the clock may stop

and the fan will be ordered to cease use of this device, or be removed from the arena.

All music pumped through the arena speakers must cease when the offense breaks

the huddle. Any derogatory comments by the arena announcer will be penalized.

These violations will be enforced as a delay of game penalty against the home team.

RULE I INTERPRETATIONS

Rule I(10) The Referee will use his discretion in enforcing the timing of the rule

requiring the music pumped through the arena speakers to cease upon the breaking of

the huddle. So long as the music ceases before the quarterback calls his signals, the

timing of making this call is up to the Referee’s discretion. In addition, whether a

comment by the arena announcer is derogatory is at the discretion of the Referee.

J. MOVEMENT OF FOOTBALL AND SCORING

1. Four (4) downs are allowed to advance the ball ten (10) yards for a first down, or to

score.

2. Six (6) points for a touchdown.

3. One (1) point for a conversion by place kick after a touchdown, two (2) points for a

conversion by drop kick and two (2) points for a successful run or pass after a

touchdown.

NOTE: A team may legally fake a PAT attempt or a field goal.

4. Three (3) points for a field goal by placement or four (4) points for a field goal by

drop kick.

5. Two (2) points for a safety.

6. One (1) point will be awarded to the kicking team if the kicker, on any kickoff, kicks

the football through the uprights and over the crossbar. In addition, if the receiving

team, after securing possession in the end zone, fails to return the ball out of the end

zone, one (1) point will be awarded to the kicking team. Placement will be the

receiver’s 5 yard line, opposite the QB’s throwing arm, after a successful 1 point Uno.

7. Play will be whistled dead, at any point during the game when the football hits off

any part of the goal posts and fails to pass over the crossbar and between the uprights.

8. The kicking team may not score an Uno after a safety. If the kickoff after a safety

goes through the uprights for what normally would be an Uno, the ball is placed on the

5 yard line; however no point will be scored.

9. When the last play in regulation results in a touchdown, the try must be attempted,

even if the outcome has been decided by this touchdown on the last play of regulation.

K. KICKOFFS

1. A kickoff is a place kick or drop kick from anywhere along the kicking team’s goal

line. Under no circumstances shall any kickoff be made from anywhere other than from

the kicking team’s goal line. Kickers may use a one-inch tee.

2. Kickoffs are live (either team can recover, retain possession) after the ball has

traveled ten yards, or after the ball becomes live by R touching the ball prior to it

traveling ten yards. Balls kicked into the wall remain live.

3. Any untouched ball that is kicked out of bounds on the fly or through the end zone

on the fly will be placed at the receiving team’s 25 yard line or the spot where the ball

went out of bounds if beyond the receiver’s 25 yard line. 5 yards is not added on to any

out of bounds spot.

4. Any kickoff that hits an overhead structure will be placed at the receiving team’s 25

yard line.

5. Any kickoff that is either touched by the receivers or hits the ground, and

subsequently goes out of bounds will be placed at the spot where the ball went out of

bounds. If the receiver touches the ball in the end zone and the ball subsequently goes

out of bounds, or if the ball hits the ground anywhere in the end zone and then

bounces out of the end zone, the ball is placed at the 5 yard line. An Uno is not scored

in either of these situations as the receiver did not possess the ball.

6. There must be an att





 


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