Fall 2009 Rule Book 1
Fall 2009 Rule Book 1
Fall 2009 Rule Book 1
THE GAME – The game shall be played between two teams of eight players a side (a team may
start with 7 (seven) players)
Team representatives, including players, team managers, coaches, and group members, are subject
to the rules of the game and shall be governed by the decisions of the Officials assigned to the
game. A referee’s decision to forfeit is final! Re-scheduling of games and the elimination of games
and or combining of divisions to create a competitive balance is solely the commissioner’s choice.
Official time is keep by each head referee per field. 10 min grace period will be given for teams that
only have less that 7 players after official game time starts. Game time starts on official schedule
time or soon as pervious games ends if game runs late. 7 points will be given to the teams is ready
for play in the first 5 minutes. 7 more points will be given the next 5 minutes until the 10 minute
mark, game will be called. (14-0)
ROSTERS - Rosters will be filled out prior to the start of every season or tournaments. New
player(s) can be added to roster only if player(s) from original roster are dropped with league
approval. ANY ACTS OF INELIGBLE PARTICIPANTS WHO ARE NOT ON THE ORIGINAL
ROSTER, TEAM WILL BE SUBJECT TO A FORFEITURE OF THE GAME IN HAND AND/OR COACH
AND PLAYER WILL BE SUSPENDED 1 OR MORE GAMES.
A. Each team must have home & away jerseys with numbers TAPE ON JERSEYS WILL NOT BE
ALLOWED(fail to do so team will be penalized 12/15 yards per half)
B. A player may play for only one team
C. Protests regarding illegal players must be filed by the team manager and or any league
official to the referee before the end of the game. After being reviewed by the
commissioner, the offending team will be notified and that game will be forfeited as well
as possible further disciplinary action.
D. Teams will be notified when roster deadlines are posted
E. Rosters will be limited 18 players* per team (season &tournaments)
F. To add or drop a player, teams must fill out a add/drop form and be approved my the
league
G. League will have random roster checks up to game time. Each player must have I.D. If a
player doesn’t have any I.D., he/she must fill out CVFFL I.D. sheet prior being placed on
the active roster.
FORFEITS
A. If a team has to forfeit s game because of not enough players or because of a called game
because of fighting, then that team must pay a $50 forfeit fee by their next scheduled
game or else that game will be forfeited and as a result that would be two forfeited games
which equals expulsion from the league.
B. If a team gives 24-hour notice that it will not be able to field a team then they are free and
clear of paying the $50 but it does go down as a loss.
C. A team that wins by forfeit (the game never starts) will be awarded a 14-0 score. If a
game is forfeited during the game, then the winning team can elect to keep the standing
score or take a 14-0 score.
D. If teams is not ready for play 10 minutes after game time.
SCHEDULING
A. League games will not be rescheduled due to individual or team conflicts with other
leagues, private commitments etc.. The only exception is if the opposing team agrees
and a common time and is approved by League officials.
B. Every effort will be made to accommodate scheduling concerns when league schedules
are drawn. There are no guarantees that particular needs will be met.
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C. Games canceled due to circumstances beyond the commissioner’s control will be
rescheduled as needed to insure proper completion of the league.
LENGTH OF GAME – Playing time shall be 44 minutes in duration divided into TWO 22 – MINUTE
PERIODS, with a FIVE-MINUTE halftime intermission. In the case of overtime there will be a TWO-
MINUTE INTERMISSION
A. Managers will meet at the center of the field with the game officials prior to the start of
each game for the coin toss. The home team calls the toss. The winner of the toss shall
choose one of the following options:
1) To kickoff
2) To receive
3) To defer
4) Direction
Should the winner of the toss defer, the loser of the toss shall have the option of kicking,
or receiving in the first half, with the winner of the toss choosing which goal to defend.
Should the winner of the toss choose to kick or receive, the loser of the toss will choose
which goal to defend. Should the winner of the toss to defer in the first half, for the
second half they shall have the option of kicking, receiving, or choosing which goal to
defend.
B. ALL players must have their flags on and shirts tucked in when at the line of scrimmage.
If a player does not have his flags on at the snap of the ball the referee shall blow his
whistle and stop play to advise that person, however, the CLOCK DOES NOT STOP.
EXCEPTION: if, within the final two minutes of a half, a player does not have his flags on by
the time of the snap of the ball it is a delay-of-game penalty.
MERCY RULE – When Team A leads Team B by 17 or more points inside the two-minute of
the second half, the game is over. When Team A leads Team B by 35 or more points at any
time in the second half, the game is over. Team B, if down by 35 or more points starting the
second half, has one drive to attempt to score starting the second half only if a score and
extra point will keep team B within 35 points.
I. THE FIELD
A. The field shall be of regulation size. Adjustments will be made because of facility
limitations.
1) 100 x 50 yards with fixed 1st downs at the 20-40-40-20 yard lines
2) Or, 80 x 40 yards with fixed 1st downs at the 20-40-20 yard lines
B. Field Lines
1) The lines shall be painted, chalked, or burned for identification. Pylons or actual yard
markers will be placed on the outer edges of the lines.
II. EQUIPMENT
A. GAME BALL – The game ball shall be a regulation size game size football. The ball shall
not be underinflated. It is recommended that the game ball shall be a Wilson Official NFL
ball. The referee shall be the judge of the condition of the ball. Each team is responsible
for their own ball.
B. UNIFORMS – Uniforms are mandatory with numbers. Teams must home and away
matching color shirts. IF TWO TEAMS HAVE THE SAME COLOR SHIRTS THEN IT IS THE
RESPONSIBILITY OF THE VISITING TEAM TO WEAR A DIFFERENT COLOR.
C. FLAGS – TRIPLE THEATS ONLY. Three flags on a belt with front clip. The color of the belt
must contrast with the color of your pants. NO VELCO ALLOWED!!
1) A towel can be worn by the center only and it will be treated as a flag if pulled.
D. SHOES – Shoes must be athletic cleats with rubber bottoms only. Screw in’s are o.k. No
boots or
Polyurethane cleats and absolutely no metal cleats!
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E. OTHER EQUIPMENT – any exposed metal like knee braces or ankle braces must be
covered. Knee or elbow pads are all right only if made of cloth or foam material. Casts
or other potentially dangerous equipment may not be worn. Sunglasses are not allowed.
All hats that are worn must be turned backwards. ABSOLUTELY NO JEWELERY!
A. Game Time – The game consists of two 22-minute halves with a 5-minute halftime.
B. Running Clock – Prior to the two-minute warning in a the 2nd half, the clock runs
continuously for 22 minutes. The only time the clock stops are for an injury or time-outs,
or by the discretion of the referee.
The referee will stop the clock at the two-minute warning and he will inform both teams
of the stoppage.
Within the final 2 minutes of only the in 2nd half the clock will be stopped on:
- Incomplete passes
- Out of Bounds
- Penalty and administration (DEPENDING ON LAST PLAY)
- Team Time Outs
- Touchdowns and extra points
- Referees discretion
- Fair catch on a punt
The clock will be started again at the snap of the ball except for change of
possession in which the clock starts once the ball is placed.
C. HUDDLE – Huddle clock is 25 seconds. The offensive team is responsible for retrieving
their own ball and without delay getting in the huddle. The “play” clock, or huddle clock,
starts once both teams are on their respective side of the scrimmage line and official
blows whistle ready for play.
D. TIME OUTS – Each team has 3 time outs per half. Time outs do not carry over into the
next half. The referee can declare a discretionary time out at any time. Any player can
call a time out. Time outs will be allowed one minute maximum. The referee shall warn
both teams ten seconds before a charged time out.
E. CHANGE IN PLAYING TIME – A period may be extended by an untimed down only when,
during the last timed down, one of the following occurred:
- A touchdown was scored; the point-after attempted is part of the same half
- There was an inadvertent whistle and the down is to be replayed; the down must
be replayed as part of that half
- There was fair-catch interference and the offended team accepts an awarded fair
catch; the half may be extended and down replayed.
- If there was a fair-catch interference and the offended team accepts the distance
penalty; the half must be extended and down replayed.
- If there was a deliberate foul by the kicking team and the penalty is not declined;
the half must be extended.
IV. PUNTS
A. PUNTS
1) All punts are declared. No fakes. After such an announcement the punt must
be attempted. EXCEPTION: If a penalty occurs anytime during this down which
results in the punting team being in position of fourth down again, then the
punting team must re-declare the punt or choose to go for it.
2) There is no rush on punts. The return team must have four players on the line
of scrimmage and there is no contact or movement until the ball is punted. The
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punter must be at least five yards behind the snapper. Snapper must snap
between legs. There are no direct snaps in the punting formation. After
receiving the snap the punter must punt the ball immediately and in a
continuous motion. IF THE PUNTER DROPS THE SNAP, THEN THE BALL IS
DEAD AND IT IS THE RECEIVING TEAMS BALL AT THE SPOT OF THE
BALL HITTING THE GROUND.
3) Punts that hit the ground first can be picked up and advanced by the receiving
team.
A punt that fails to cross the line of scrimmage is dead where it lies after the
ball comes to rest or is downed by either team and is the receiving team’s ball.
4) If the punt goes out of bounds then it is the receiving team’s ball where it went
out of bounds.
5) Any punt that goes out of the end zone is a touchback and the ball is placed at
the 20-yard line.
6) If a punt comes to rest in bounds and untouched and no player of any team
attempts to secure it, the ball becomes dead and belongs to the receiving team
at the dead-ball spot.
7) If a scrimmage kick fails to cross the scrimmage line, play continues and all players are
eligible to catch or recover the ball and advance it.
8) Teams only have 5 seconds after official signals ready for play to decide on their declaration.
Delay of game will be called.
B. FAIR CATCHES – Fair catches are legal. The receiver must wave his hand in an
obvious motion clearly above his head to signal a fair catch.
C. MUFFED PUNTS – If a receiver in an attempt to catch the ball drops the ball then
the play is down and the ball is spotted at that point. There are no fumbles. A
muffed punt is always the receiving team’s ball.
V. BLOCKING*
A. All blocking is with the arms extended out (“Open Hand” blocking). Blocking must
take place between the opposing player’s waist and upper chest.
B. You cannot dive at a player to make a block (no leaving your feet!)
C. “Crack back” blocks are illegal (unless done with extended arms) and subject to
severe punishment! Blocking at the knees, lying down, fore arm “shivers”, or
blocking in the back is illegal!
D. Blocking can take place anywhere on the field. Down field blocking is illegal
when the ball is in the air only!
E. Blocking in the back is legal ONLY when you have initiated contact on the player’s
front side and the defender then “rolls”. As long as you maintain contact, a block
in the back (remember with extended hands) is legal. If you release your block on
a defender and he then “rolls” you cannot regain your block by blocking his back.
F. If your arms collapse after your initial block, that is okay. It’s going to happen. As
long as your first move was with the arms extended if they collapse you would be
in a more “traditional” blocking mode of using your body more than your arms is
legal.
G. 2-on-1 blocking is legal.
VI. RUSHING*
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B. The initial contact with an offensive player must be with his arms extended. No
fore arms or closed arms technique. Throwing a blocker to one side or the other is
illegal. “Swimming” moves are illegal.
C. When rushing the center, You cannot interfere with the center until center
makes a football move or attempts a block. You cannot line up nose to nose with
the center.
A. ROUGHING THE PASSER
1) You cannot run into or through the quarterback. If you attempt to block the
pass and you come down on the quarterback in the slightest way you will be
penalized.
A. DOWNS
1) Other than interceptions and the results of punts and finished on downs, a start
of a possession will start on the team’s own 20-yard line.
2) In a series of four downs, the team in possession of the ball must advanced the
ball to the zone which is in advance of the one which the ball was located at the
start of the first down of that particular series.
B. PASSING – Pretty basic; All players are eligible to catch a pass; only one forward
pass can be thrown per down.
1) Passer’s arm in motion and ball is in hand; the passer is down if deflagged.
2) Direct snaps are legal: EXCEPTION: On a declared punt, the punter must be at
least five yards back, and must kick the ball immediately.
3) If a QB is avoiding a sack, he can take the snap and immediately ground the
ball by throwing it straight down to stop the clock under two minutes in 2nd
half.
4) If a ball carrier’s knee hits the ground, the ball is dead at that spot.
5) When a receiver goes in the air for a catch near the sidelines or goal line, he
must have at least one foot in bounds when he hits the ground. (One foot must
be in bounds for a completed pass with no part of the body touching out of
bounds).
6) Tipped pass; if the ball is tipped or deflected in it’s route, then there can be no
pass interference unless the defender uses his hands or arms in an illegal
matter such as knocking the receiver to the ground using a “closed arms”
tactic. The defender must use his arms in an extending matter to “shove” the
receiver away from the ball.
D. HANDING OFF
1) You cannot hand off the ball forward only if the receiving player is behind the
line of scrimmage.
2) A ball carrier may hand the ball backward at any time.
E. MOTION
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2) Shifting is legal at any time. All players who shift still must reset for one
second.
F. INADVERTANT WHISTLE – At the time of the inadvertent whistle, the team with
possession of the ball has the option of replaying the down, or the result of the play
up to the time of the whistle!
VIII. DEFLAGGING/INTERCEPTIONS
A. REMOVAL OF THE FLAG – The ball carrier must have the ball when having his flags
removed. If a flag is inadvertently removed or falls off in the course of play one
hand touch is enforced.
B. FLAG GUARDING – The ball carrier shall not protect his flags by intentional or
unintentional blocking with his hands or arms in attempt to prevent the defender
from pulling his flags.
C. ILLEGAL DEFENSIVE CONTACT – The defender may not hold, grasp, push, rip or
impede the offensive player in anyway in an attempt to remove the flags.
D. DOWNED – The position of the football when player is deflagged is the mark for the
succeeding down.
E. ARM IN MOTION – The passer is down at the spot of the deflagging even if his arm
is in motion.
IX. DIVING
X. SCORING
A. POINTS
Touchdown 6 points
Successful Point-After
From 5 yards 1 point
From 10 yards 2 points
**DEFENSE CAN RETURN PAT FOR THE VALUE OF THE TRY
Safety 2 points
Forfeited Game 14-0 Final Score
(If a Forfeited game never gets started then the final is 14-0. If a game is in progress
and a team has to forfeit because of reasons, then the team that gets the forfeit can
elect to keep the standing score, or choose a final of 14-0.)
Game that ends in O.T. by yardage will receive 1 point
AFTER A SCORE:
1. After each score the player scoring must walk to the nearest official with the ball held over his
head. The official will remove the belt. If the belt is tied or illegally fastened it is a foul.
Penalty: Player ejected from the game, play is disallowed, loss of down, and 15 yards from previous
spot. If the scoring player, a team member, or fan removes the flag belt or causes the belt to come
off( in the observance of an official), the score will not count and a 5 yard penalty will be assessed from
previous spot
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2. Penalty on a score. Team will have the choice to enforce it on p.a.t. or kickoff.
B. EXTRA POINTS
1) Offensive Penalties – If a “dead ball” foul occurs on the offense (false start for
example), then the whistle is blown and the penalty is administered. If a “live
ball” foul occurs (offensive interference for example), then the extra point is
declared no good no matter the outcome.
2) Defensive Penalties – If the defense is whistled for a “dead ball” foul then the
penalty is administered. If a “live ball” foul occurs then the extra point will be
declared good no matter the outcome.
3) “Dead Ball” Personal Fouls – If a personal foul occurs after the extra point
attempt, the penalty will be administered either on the change of possession or
on the extra point attempt.
4) Once the offense has declared whether they are going for one or two points, a
penalty cannot change the initial declaration.
5) Offsetting “live ball” fouls will result in a replay of the down.
6) Defense can return extra points for the same points offensive team declared.
C. SAFETIES
1) If a safety occurs, then the defending team gets the ball at their 20-yard line.
2) When the ball is out of bounds behind the goal line (except from an incomplete
forward pass) or when the ball becomes dead in possession of an offensive
player on, above or behind the players own goal line, it is a safety.
3) An offensive penalty that occurs in their end zone (holding for example) results
in a safety.
4) A snapped ball that lands in the end zone is a safety.
XI. OVERTIME
XII. INTERFERENCE
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looking for the ball in the air. The defender must make an attempt to locate
the ball.
3) There is no such rule as an “Uncatchable” pass in flag football. Pass
interference can take place on a ball that may clearly be over or under thrown.
4) Tipped pass – See Rule V.B (6).
B. OFFENSIVE INTERFERENCE – After the ball has been snapped and until a receiver
has touched it, there shall be no pushing off, or illegal use of hands when the ball is
in flight.
1) Blocking down field (any blocking that is not taking place on the line of
scrimmage) when the ball is in the air is illegal.
C. FAIR CATCH INTERFERENCE – While any kick is in flight beyond K’s free kick line on
a free kick (punt) or beyond the neutral zone on a scrimmage kick, K shall not
touch the ball in flight, touch the receiver or obstruct R’s path to the ball. This
prohibition applies even when no signal is given.
1) No player shall block in a matter that would cause his feet, knees, or legs to
strike an opponent (all blocking shall be with feet in contact with the ground).
2) There shall be no hurdling, tripping, or clipping.
3) There shall be no contact with an opponent who is on the ground.
4) The ball carrier shall not be thrown on the ground.
5) There shall be no unnecessary roughness of any nature.
6) The ball carrier shall not deliberately drive or run into a defensive player.
7) The center may not be touched until he has begun his pass pattern or stood up
to block.
8) No lowering of the head by the ball carrier.
9) No spiking or throwing of the ball whether in anger or in celebration.
ANY UNSPORTSMANLIKE ACT SHALL RESULT IN THE PLAYER BEING SENT TO THE
SIDELINES FOR A SERIES OF DOWNS. IF THE SAME PLAYER IS SENT OFF FOR A
SECOND TIME THAT PLAYER IS EJECTED FROM THE GAME. THIS TYOE OF GAME
EJECTION, HOWEVER, DOES NOT WARRANT AN ADDITIONAL GAME SUSPENSION
UNLESS THE UNSPORTSMANLIKE ACT WAS FOR FIGHTING.
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C. SUSPENSION FROM THE GAME – Whenever, in the judgement of any game official,
the following acts are deliberate or flagrant, the players involved shall be ejected
from a game:
In a snap preceded by a huddle or shift, all players of the offense must come to a
complete stop and remain stationary in legal position without movement of feet,
body, head, or arms for at least one full second before the ball is snapped.
1) At least four players must be on the line of scrimmage. The remaining players
must either be on the line of scrimmage or their backfield line. EXCEPTION:
One player may be between the line of scrimmage and backfield line if placed
in a position to receive a hand-to-hand snap from between the center’s legs.
When in such position, the player may receive the snap himself or may go
directly to any back.
2) All players must be in bounds and only the center may be encroaching on the
neutral zone and their feet must be stationary behind the ball
3) One offensive player may be in motion at a time at the snap of the ball, but not
in motion towards the opponent’s goal line.
4) No offensive player who is on the line of scrimmage may receive the snap.
5) If a defensive player crosses the neutral zone regardless if he touches an
offensive player or not, it is encroachment and is a penalty.
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A. ROUGHING THE PASSER
1) An automatic first down plus a 15-yard penalty. Penalty yardage will be
tacked on to the end of any gain. If the defender contact’s the passer’s arm,
whether or not he touches the pass, it is roughing the passer. If a legitimate
attempt at the passers flags results in knocking down the passer it will be up
to the judgement of the official as to whether it is a penalty.
After a distance penalty for a foul committed during a down and after Team A
possession has changed during that down, the ball belongs to the team in possession
when the foul occurred and the down and distance established by that penalty shall be
first down with zone line-to-gain.
E. Illegal touching:
Any offensive player, who goes out of bounds on his own volition during a passing down, loses his
eligibility to catch the ball until the ball has been touched by an opponent. Penalty: 15 yards
A. If a foul occurs during a down, the type of play fixes the basic enforcement spot.
There are two types of play; loose ball plays and running plays.
When a foul occurs during a loose ball play, the basic enforcement spot is the
previous spot. However, if the foul is by the offense and occurs behind the basic
enforcement spot, it is from the spot of the foul.
2) A running play is any action not included in a loose ball play: Behind the line a
running play includes a run which is not followed by a loose ball; Beyond the
line, a running play includes any run and any loose ball which starts beyond the
line following the run; A run ends when a runner loses possession, and that spot
becomes the basic spot of enforcement.
When a foul occurs during a running play, the basic enforcement spot is where the
related run ends, which is where the ball becomes dead or where the player loses
possession. However, if the foul is on the offense and occurs behind the basic
enforcement spot, it is from the spot of the foul.
A measurement cannot take the ball more than half the distance from the
enforcement spot to the offending team’s goal line. If the penalty is greater than
this, the ball is placed halfway from the enforcement spot to the goal line.
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A. The C.V.F.F.L. reserves the right to restrict the involvement of any individual, or
team, as it sees fit due to perceived, or actual, conflict with the philosophy, or
purpose, of the C.V.F.F.L. The officials and league commissioner will carry this out.
B. The League Commissioner will remain the final authority on all matters pertaining
to this program. The commissioner and the league committee shall sit as judge for
disciplinary action as required. Disciplinary action may include probation, short-
term suspension, long-term suspension, indefinite suspension, and other measures
as is deemed appropriate.
A. SUMMARY
1) PROCEDURE AFTER A FOUL – When a foul occurs during a live ball, the referee
shall, at the end of the down, notify the offended captain of his options. If the
penalty is declined or there is a double foul, there is no loss of distance. A
captain’s choice of options may not be revoked. When a foul occurs during a
dead ball between downs or prior to a free kick or snap, the ball does not
become live. The referee shall notify the offended captain of his options. If a
penalty is declined the number of the next down shall be whatever it would
have been if that foul had not occurred.
2) FOULS BY BOTH TEAMS – If off setting fouls occur during a down, that down
shall be repeated. EXCEPTION: If each team fouls during a down in which there
is a change of team possession, the team last gaining possession may retain
the ball provided its foul was not prior to the final change of possession and it
declined the penalty for it’s opponents foul.
When a foul is followed by a dead-ball foul by the opponents, the penalties are
administered separately and in the order of occurrence.
3) FOUL BETWEEN DOWNS – The penalty for a foul between downs is enforced
from the succeeding spot. A foul following a penalty incurred after a series
ends and before the next series begins shall be first down, but the zone line-to-
gain shall be established before the penalty is enforced.
SUMMARY OF PENALTIES
- Delay of Game: Dead ball, administer from LOS; replay down; If under 2 minutes,
clock is stopped and loss of down.
- False Start: Dead ball; administer from LOS; replay down.
- Any illegal act by center: Live ball; administer from LOS; replay the down.
- Encroachment: Dead ball; administer from LOS; replay down.
- Less than 4 players on Offensive line at snap: Live ball, administer from LOS;
replay down*
- Illegal motion, shift, or motion: Live ball; administer from LOS; replay down.
- Illegally handing ball forward: Live ball; spot of the foul; administer from spot.
- Shirt not tucked in: Dead ball, give warning first; administer; replay the down.
- Flag Guarding: Live ball: spot foul; loss of down
- Simulating the Snap Count: Dead ball; administer from the LOS; replay down.
10 Yards
- Offensive Holding behind LOS: Live ball; administer from LOS; replay the down.
- Offensive Holding Beyond LOS: live ball; spot foul; replay the down
- Defensive Holding: live ball; spot foul; replay the down
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- Illegal Block: Live ball; administer form LOS; down counts.
- Delaying start of half: administer from the 20 yard line
- Interference with opponent or ball before snap: Live ball; administer; replay
down.
- Offensive Pass Interference: Live ball; administer; loss of down.
- Illegal Forward Pass: Live ball; administer; loss of down.
- Illegal Use of hands: Live ball; administer from LOS; replay down.
- Pushing the Ball Carrier: Live ball; spot foul; loss of down.
- “Slapping” the Ball Out of the Ball Carrier’s Hands: Live ball; administer from
spot.
- Illegal Contact: Live ball; administer from LOS; replay down
- Pass Interference: Live ball; Automatic first down; or spot of foul
- Center Interference: Live ball; administer; replay down
- Diving: Live ball; administer from spot; loss of down.
- Fair Catch Interference: Live ball; administer from LOS; replay down.
- Illegal Downfield Block: (while ball is in the air); Live ball; administer from LOS;
replay down.
- Grounding the Ball: Live ball; administer from LOS; loss of down.
- Illegally Advancing the Ball: Live ball; spot of foul; loss of down.
15 Yards
If last man tackles the ball carrier, in referees judgment player might of
scored, it will results in a touchdown.
FORFETURE OF GAME
- Repeatedly committing fouls in an attempt to delay the game.
- Less than 7 players at game time.
- Any flagrant foul, in addition to the yardage penalty, results in disqualification.
ANY fighting results in ejection of the combatants and suspension up to or more than 1
year. If a team is involved in two incidents, they will forfeit their next game. Upon a
third infraction, the team is disqualified for the remainder of the season.
4.4 Rule
4.4 rule is a ruling challenge. Each team has 1 per half. Before the 4.4
is called, the challenging team must call a timeout to call. A league official
will rule on the questing call. If over turned, team will get the timeout back.
This is a ruling interruption challenge of the rulebook not a play outcome
challenge or a judgment call.
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CVFFL
RULEBOOK
2009-2010
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FALL 2009
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