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OBJECTIVE
SUMMARY
The Christian Fellowship League (CFL)
was formed in 1980 to create fellowship among Christians in all areas of
sports. Since 1980 the CFL has
continually progressed in growth, spiritual fellowship, church closeness, and
in its effort to create sports programs that build fellowship among brothers in
the body of Christ.
A.
The by-laws, rules and
regulations, and formats of the CFL
must be followed at all times to provide consistent and accurate
programs.
B.
The teams that
participate in the CFL must at all times keep the
fellowship
of the body of
Christ in focus for the understanding and development of the CFL.
GENERAL CONTACT
·
Contact
is made by playing out of control.
Injuries can be prevented by playing under control.
FOUL LANGUAGE (Cursing)
·
Any
player heard using foul language by the referees or CFL Board. See penalty rule. If a team Coach/Captain voluntarily pulls
himself or a teammate that is using foul language before the referee imposing
the penalty, this player can be replaced for the 6 plays.
UNSPORTSMANLIKE CONDUCT (EXCESSIVE
TAUNTING)
·
Any
player that is consistently using language or gestures who sole purpose is to
taunt or belittle the opposing team, or who’s loud
and/or obnoxious behavior is deemed inappropriate will be charged with
excessive taunting. The first offense will be considered a warning. If the
behavior continues unabated, the referee will impose a penalty per the penalty
rule below.
FIGHTING (Physical Contact)
·
1st
offense – result in suspension from the league for a minimum of 7 games.
·
2nd
offense – result in suspension from the league entirely
* Note: Playoff games
count towards 7 game suspension. Party of the second offense must come before
the CFL Board for reinstatement.
UNDER THE INFLUENCE
· Anyone clearly under the influence of
alcohol or a controlled substance at the field will be suspended from the
league for 10 games. Playoff games count
toward the 7-game suspension. The party
of a 2nd offense must come before the CFL Board for possible reinstatement.
SMOKING
·
As a courtesy to other players and
fans, smoking is prohibited.
ATTENDANCE
·
A player must play a minimum of
five (5) games of a regular season or that player will not be eligible for
playoffs. If an injured player attends
any games and signs in, it will be counted as a played game. Players are
required to sign-in as proof of their attendance. This and only this can be
used as proof of attendance.
WARNING
·
A player who gets out of hand (at
the discretion of the referees or CFL Board) with taunting, arguing, or any
other actions that are unsportsmanlike will sit out for the next 6 plays of the
game. If the same player’s actions continue on the sidelines, or when that player re-enters the
game, the player will be ejected from the game and must leave the fields. Any player ejected from two (2) games will be
suspended from the league for ten (10) games.
Playoff games count toward the ten (10) game suspension. The player must come before the CFL Board for
reinstatement. If a player has been
taken out 3-6 play ejections throughout the season it will result in an
automatic one (1) game suspension. The
CFL Board reviews all individual players conduct throughout the year for
eligibility requirements for the next season.
PENALTY RULE
·
If a player is sent out for six (6)
plays by the referee or CFL Board, that player CANNOT be replaced until the 6
plays have expired. However, if a player
is ejected from the game, that player CAN be replaced.
SAFETY
·
As a safety precaution, anyone who
has suffered a bleeding injury during a game WILL NOT BE ALLOWED TO CONTINUE
playing until the injury has been taken care of. First-aid kit will be available.
·
All players not in the field of
play must stay behind the 10 yard line (10 yards from
the end zone). This is to ensure
referees have clear view of the end zone and sideline players do not interfere
with the game.
**OFFICIALS
HAVE THE FINAL SAY
RESPECT
ALL CALLS AND DECISIONS
OF THE OFFICIALS AND THE CFL BOARD
RULES
AND REGULATIONS
GENERAL RULES
1-A The offense
consists of 6 players: center and 5
other players. A minimum of 2 players
(center and a receiver) must be on the line of scrimmage. All players can be on
the line, and all are eligible to receive and/or throw passes. For coed teams, there can never be more than three men on the
field.
1-B INTERCEPTIONS
can be returned. When the defense intercepts the ball and the flag is pulled,
the defense’s offense takes over at the spot the flag was pulled. If the defense intercepts the ball and runs
the ball to the endzone they score. If a player intercepts the ball in the end
zone and attempts to run it out, but is downed before leaving the end zone, it
is a touchback. If player runs out of
the end zone with the interception, he must stay out. If the player returns to the end zone after
initially leaving the end zone and is downed, it will be a safety. For Coed, extra point tries can be returned
for 2 pts.
1-C FUMBLES – If the ball makes contact
with the ground in any circumstances, the ball is considered dead at
that spot and the play ends.
1-D POSSESSIONS –
70 plays per game (60 plays for tournaments), 35 plays in each half (25 plays
for tournaments). Penalties will be counted as plays if the play is in
progress. For coed play of any version
of play were extra points plays are allowed, the extra point try is not counted
as a play.
*Example:
If the ball has NOT been snapped, and a penalty occurs it does NOT count as a
play.
1-E TIME OUTS –
Each team gets 2, thirty (30) second time outs per half.
1-F START OF GAME –
The team that wins the coin toss has choice of:
(1) Whether to receive
the ball or not OR (2) which goal to defend
(2) If choice 1 is selected, the other team then
has option 2 or vice versa.
*Note:
depending on the choices made at the coin toss, the second half begins with the
opposite situation in effect.
1-G HALF TIME – 5
minutes.
1-H END OF GAME –
The game is over when the allotted number of plays is exhausted. The team with the most points is declared the
winner. If the teams are tied at the end
of the game then overtime will be declared. The game
cannot end on a defensive penalty. The
referee also has the discretion to call the game if there is a risk of an
injury, or any unsportsmanlike conduct.
1-I OVERTIME –
There are no blitzes or timeouts during overtime. Overtime will begin without a coin toss. The team that won the toss at the beginning
of regulation will start with the ball.
The ball is placed on the defense 10-yard line. The offensive gets one play to score. The opposing team then gets the ball, and
they have one play to score. The team
that successfully scores then stops the other team from scoring wins. If the game remains tied after three overtime
possessions for each team the game is declared a tie. In the case of a playoff
game, there is no overtime possession limit. Overtime will continue until a
winner is declared. If an interception
occurs and is returned for a touchdown, the game ends and the intercepting team
wins.
1-J FORFEITS – A
team must have at least 4 players to play a game. If not, a 5-minute delay will be
granted. The official clock will start;
the games must stay on schedule. If
after 5-minutes, there are still not enough players the game will be declared a
forfeit.
1-K INTERRUPTIONS –
Officials for the game may agree to interrupt the game because of inclement
weather. When/if the game is resumed, if
either team has left (even if leading) the game shall be declared a forfeit by
the team at fault. Half a game completed
is an official game.
1-L TEAM FEES –
Team Fees will be stated at the time of registration. A $100.00 minimum deposit
is due by the registration deadline.
Additionally, teams must pay in full by the third game. NO REFUNDS. The CFL will post a full season
schedule and try to meet those number of games.
However, the CFL cannot control the weather and games can and will be
cancelled in order finish the regular season. One day tournaments will be
rescheduled or cancelled. (full refunds will be given
for any cancellations)
1-M FLAG PULLING –
One flag must be pulled to stop a play, and the ball is spotted where the ball is located at the time the
flag was pulled. If a
player loses a flag during the play, the player is downed when the defensive
player touches the runner. Runners are
not allowed to block the defensive player’s hands from pulling the flags (flag
guarding) or the offensive player is downed at that point. At the beginning of each play, flags must be
on each side of the hips. If the flag belt is not tightened and the flags are
not on each side, when the player catches the ball the
player is downed when the defensive player touches the runner.
*
Note: Offensive runners
should carry the ball above the waist unless running in the open field.
*Note: As a courtesy, please hand flags back to the
other player.
1-N PLAY STOPS - In
general, a play is considered over when a team scores, at least one flag is
pulled, at least one knee touches the ground, or any part of the ball makes contact with the ground.
1-O TOUCHDOWN –
Ball must cross the goal line. No diving
into the end zone. A touchdown counts as
1 point. There are no extra point tries.
For coed scoring 6 pts if a man score.
7 pts if a woman score. There are extra points for coed, one point for men and
two points for women.
1-P SAFETY – In the
event that the defense pulls the opposing player’s flag in their own end zone
then a Safety is declared. At that
point, the ball is placed on the opposing team’s 5 yard
line and the team that scored the Safety gets one play to score a point. If they score a TD, they will be awarded one
point. After the safety play is
complete, the team that scored the Safety will get the ball on their 5-yard
line. An interception during a safety
attempt is considered a dead ball and cannot be returned. For coed, the team is awarded 2 pts and the scoring team gets
possession of the ball on their own five yard line.
1-Q HUDDLES – Teams
must break the huddle with six players.
It is the offense responsibility to retrieve the ball and return it to
the line of scrimmage. Once the referee has established the line of scrimmage,
the offense has 25 seconds to get the ball snapped or it is a loss of that
down. The offense can set the ball on the ground or take the ball to the
huddle. THE QUARTERBACK WILL BE WARNED WHEN THERE IS 10 SECONDS REMAINING TO
GET THE SNAP OFF.
1-R PUNTING – Can
be done on any down. Once a punt is
declared, the defense will take possession of the ball on their own 5 yard line.
1-S ONSIDE PLAY
RULE - After you score a touchdown, instead of giving the ball back to the
opposing team, you can declare an onside play.
To declare an onside play:
1. It must be second half
2. You must be behind by 1
or more points
* Note: Once you declare an onside play, the ball will be placed on your own
5-yard line. You have one play to make
it to midfield (first down marker). If
you make it, then you keep the ball and the game resumes as normal. If you don’t make
it, then the ball is placed at your further point of completion and the ball is
turned over to the opposing team. So, if
you throw an incomplete pass, then the opposing teams get the ball on the
5-yard line. You can declare an onside
play as many times as you wish as long as you are
trailing by 1 or more points. An onside
play cannot end on a defensive penalty.
In the event of a defensive penalty during an onside play, the penalty
is assessed, (either a spot foul or repeat the play) and the offensive is
allowed another attempt to complete the onside play.
1-T FLAGS – General
flags will be supplied by the CFL league. Teams may use their own flags if they
are popper style flags. Flags must be 12” in length. No other flag types will
be allowed. (Velcro, triple threats, etc.)
1-U UNIFORMS – TOPS All jerseys must be the same
color. Jerseys must be tucked in at all times.
NO HALF JERSEYS. Offensive
jerseys can be disallowed at any time by any CFL Board member. SHORTS AND
PANTS – Shorts
or pants cannot have pockets. If you have pockets, they must be sewn shut or bound in such
a way as to keep players from accidently dislocating their fingers while
attempting to pull flags.
1-V TEAM NAMES –teams names are allowed as long as the name
is appropriate and not controversial. The CFL board reserves the right disallow
any team name. It is the responsibility of the team coach to obtain approval
prior to the start of the league play.
1-W BALL SIZE –
Only NFL and Collegiate ball sizes that are leather or synthetic leather are
allowed. No junior or pee wee ball sizes are allowed. (Sizes 11 to 13 lbs.)
1-X SUBSTITUTIONS –
Unlimited substitutions are allowed.
1-Y FINAL ROSTER 1 – Team rosters are limited to 12
players. Each player MUST
sign-in at the beginning of their regular season game and sign in a minimum of
5 times to qualify for the playoffs. If
injury causes a lack of players (5 or less) that team can add a player(s) not
already on another team roster, not to exceed 6 players. If an injured player returns, the new player
can continue playing in the regular season, but must play in at least 3 games
to be eligible for the playoffs. Once a
player has signed the roster for a team, that player cannot change teams for
the rest of the season. If an illegal player is discovery before the game
starts, that player will be required to sit. If an illegal player is discovered
during or after the game is over, that game is considered a forfeit against the
offending team.
FINAL ROSTER 2 – No
player is allowed to play on any other team in any game at any time. If a
player plays on another team that player must serves a 2 game
suspension (including playoffs) before they are allowed to return to their
original team. (Team recruiting that
player will forfeit that game).
1-Z POST SEASON
PLAY - There will always be some form of playoffs in every league or
tournament. Playoffs will be determined by the number of teams registered to
play at the start of the season and can be adjusted at the board discretion;
however, the playoffs structure will be posted by the 3rd week. For the
tournaments, the playoffs will always be the top four finishers based on the
tournaments playoff eligibility criteria which will be determined before the
tournament begins.
1-AA The CFL
organization reserves the right to photograph and record players/teams for
player recognition and marketing.
_____________________________________________________________________________________
QUARTERBACK
2-A The QB is
designated as the first player to receive the ball from the center cannot cross
the line of scrimmage unless the defense blitzes.
2-B The QB has 2.5
seconds before the rusher(s) can come across the line of scrimmage.
2-C QB cannot run
the ball across the line of scrimmage unless he is blitzed. If done so, the ball is downed at that point
(a loss of that down). No two forward passes over the line of scrimmage. Note: Forward passes can be thrown more than once
behind the line of scrimmage, but once the ball has crossed the line of
scrimmage, you cannot throw the ball forward again.
2-D The QB has 7 seconds from the
snap of the ball to get the ball into play (pass, hand-off, or pitch) or he is
down at that point. The ball to be
placed at the original line of scrimmage.
2-E If the QB gives
the ball to another player behind the line of scrimmage, that player can run or
pass the ball, but has unlimited time to complete the play. The QB must make a full exchange to another player in order for the option to be legitimate. No tip backs.
2-F INTENTIONAL
GROUNDING – QB must have receiver in the general vicinity, and the ball must pass the
line of scrimmage. If not, the penalty
is loss of down, the ball is placed at the spot of infraction and the defense
will be awarded a sack. If it happens in
the end zone, it will be declared a safety.
____________________________________________________________________________________
CENTER
3-A The center is
an eligible receiver.
3-B The center must
snap the ball from the side, not from between the legs. His legs must be split at least 1 yard apart
to create the line of scrimmage for the other players. Penalty- illegal formation (loss of that
down).
_____________________________________________________________________________________________________________________
RECEIVERS
4-A The receivers
can line up on the line of scrimmage in any fashion as long as at least one
receiver has one foot between the center’s self-made line of scrimmage.
4-B One receiver
can go in motion but cannot head up field until the ball has been snapped
(Penalty: loss of the down).
4-C A receiver can
run a pass pattern, but if the defensive back is stationary, the receiver must
go around or change the pass pattern without making contact. If the defensive back is moving, then he must
allow the receiver to run the pass pattern without making contact.
4-D A receiver can
set up a non-moving pick 3 yards in the area of the defenders.
4-E A receiver
cannot create a moving pick that hinders the defensive back the right to get
position on the ball, nor can he create a check pick, which is when the
receiver uses his arms and/or hands to slow or prevent the defender from
getting the ball.
4-F A receiver must
come down with at least one foot inbounds to be considered a completed
reception. A reception is not
considered complete if the receiver is unintentionally forced out of bounds.
4-G Receiver must
line up at least 3 yards from the out of bounds line.
4-H A receiver
cannot go out of bounds without being forced out and then return to the field
of play to complete a catch.
4-I Running and
pitching, such as an option play and/or in an option pass pitch, the player
must stop.
*Note: The option must be done with the receiver of
the option beside or behind the player creating the option. A forward lateral will stop play at the spot
of the infraction. Ball is placed at
that spot. The option runner must stop
running at the moment or it is considered a block and
the player is downed at the point.
4-J RUNNING THE
BALL – When running the ball, the runner must avoid making
contact with the other players, He cannot hurdle or dive with the
ball. He can leave his feet only in a
manner not harmful to others. Jumping
side to side and backwards is okay, but only jumping forward is not allowed to
avoid injury.
__________________________________________________________________________________
DEFENSE
5-A The defense
consists of 6 players that can line up in any formation, such as man-to-man,
zone, or man-zone, and rush as many players as they desire.
5-B The defensive
player must give the right-of-way to the offensive player to run the pass
pattern, unless the defensive player(s) are stationary.
5-C Defensive
players being picked must play under control to keep from injury and to be able
to go around the pick and complete the defensive play; unless the offensive
player is running a moving pick, the official will stop the play at that point. All picks must be stationary before the
runner crosses the line of scrimmage.
5-D Defensive
players must not make contact by coming across the arm, hitting the body, or
coming across the back. These defensive
positions can be made as long as the contact is not included. If the defensive player has gotten the
position, then this rule applies to the offensive player.
_____________________________________________________________________________________________________________________
DEFENSIVE RUSHER(S)
6-A The rusher must
have an unobstructed route to the QB. Any offense player that (whether
intentionally or unintentionally) interferes with the path of the rusher will
be penalized with impeding the rusher.
6-B The defense can
rush as many players as needed. But no
defensive player can cross the line of scrimmage before the ball is put into
play. Otherwise, it is
considered to be defensive offside.
6-C The rusher(s)
must pull the QB’s flag to down him. If
the QB is in the process of releasing the ball (arm is moving forward) before
the flag is pulled, then the QB is not considered down. The rusher(s) cannot
cross the line of scrimmage until the 2.5 second whistle has been blown, unless
the QB hands off, pitches, or shuttle passes the ball. If the rusher crosses before the 2.5 second whistle,
then the defense will be charged one blitz.
The 2.5 second whistle will blow on every play.
*Note: the 2.5
seconds start when the ball is snapped.
6-D The rusher(s)
cannot line up right in front of the center.
He must give a 1 yard radius around the center
before the snap of the ball.
*Note: No contact is
allowed.
6-E Roughing the
passer is defined as: Making contact in
such a way that may result in injury (arm, head, face, leg whip, etc.) If flagrant, this will result in ejection
from the game and/or suspension from the league.
6-F Blitzing: Defense can blitz as many players as
needed. There are 5 blitzes per
game. A blitz is defined as leaving
before the 2.5 seconds. If the rusher(s) comes across the line of scrimmage
before 2.5 seconds it will be counted as one of the team blitzes. Be aware that if the defense blitzes, the QB
is eligible to run or pass.
*Note: If the
defensive has used up their allotted number of blitzes and you blitz, the QB is
still eligible to run or pass. The play
will be allowed to continue, and the offensive will have the choice to take the
result of the play or repeat the down.
If there are 10 plays left in the half or the game, then the offense will have
one play added back on the play counter unless the offense declines the
penalty. Continuing to blitz when the defense is out of blitzes will result in
an unsportsmanlike penalty.
____________________________________________________________________________________
DEFENSIVE BACKS
7-A The defensive
backs cannot bump off the line or go through the receiver to make a play.
7-B The defensive
back must let the offensive players run the pass patterns, unless the defensive
back is stationary, then the offensive players must run the pass patterns
around the defensive players.
*Note: No contact is
allowed.
7-C The defensive
backs cannot strip the ball from the offensive players.
*Note: The hands and
arms are not considered part of the ball.
ARTICLES
OF PENALTIES
ARTICLE A-1
GENERAL CONTACT
1)
NON-FLAGRANT
CONTACT-Incidental contact is made and cannot be avoided; no penalty is
assessed.
2)
FLAGRANT
CONTACT WITHOUT INTENT – Offensive penalty:
Is a loss of down plus and extra down.
*Example: 1st becomes 3rd, 2nd becomes 4th, 3rd becomes
1st for the other team, unless a 1st down is gained. Then, defense has choice of either accepting
the play as it stands, but the down becomes 3rd instead of 1st, or replaying
the down from the original line of scrimmage.
Defensive penalty: Automatic 1st
down or result of play.
3)
FLAGRANT
CONTACT WITH INTENT – Contact is purposely done. That player is ejected from the game and will
be brought before the CFL Board for ejection from the league. Penalty assessment is the same as Article D2
ARTICLE B-1
DEAD BALL PENALTIES (play stops, loss
of that down)
1)
Flag
Guarding
2)
Jumping
or diving
3)
Illegal
forward pass by the QB
4)
Moving
Picks/Blocking
5)
Shoulder/Head
dips (Non-Flagrant)
6)
Forward
Lateral
7)
QB
Delay (7 Seconds)
ARTICLE C-1
OFFENSIVE (Loss of down)
1)
Offensive
offsides
2)
Illegal
formation (two men not on the line of scrimmage)
3)
Illegal
motion/False Start
4)
Delay
of game
5)
Illegal
reception (player stepped out and stepped back in and was the first person to
touch the ball
6)
Illegal
huddle
ARTICLE C-2
DEFENSIVE (Offensive gains a down)
1)
Defensive offside *Note: Offense can gain 1st and five if infraction happens
on the offenses' 1st down.
2)
Delay
of game
ARTICLE C-3
DEFENSIVE (Repeat the down)
1)
Illegal
rush (defense out of blitzes)
2)
Illegal
Flag pull (Intentionally pulling the flag of a player who is not the ball
carrier)
ARTICLE D-1
OFFENSIVE (Loss of that down plus one
extra down, 1st goes to 3rd, 2nd goes to 4th, 3rd or 4th is an automatic
turnover)
1)
Offensive
holding
2)
Offensive
Pass Interference
3)
Illegal
Contact
4)
Illegal
forward pass by Non-QB
5)
Intentional
grounding
6)
Illegal
Pick play/impeding the rusher
7)
Shoulder/Head
dips (Flagrant)
ARTICLE D-2
DEFENSIVE (Automatic first down, ball
placed at the line of scrimmage)
1)
Defensive
holding/Illegal contact before ball is released
2)
Roughing
the Passer (If the QB is hit (face, head, arm etc.) non-flagrantly or
flagrantly, it is considered roughing the passer.)
ARTICLE D-3
DEFENSIVE (Automatic first down, ball
placed at the spot of infraction)
1)
Defensive
Pass interference
2)
Tackling
(non-flagrant or flagrant)
3)
Defensive
holding on ball carrier
*Note: Offense can gain 1st and five if infraction happens
if the ball carrier picks up a first down on the same play.
4)
Stripping
ARTICLE E-1
SPIKING
1) No spiking is allowed. Penalty:
Add or lose a down for the penalized team. EXCEPTION:
If spiking after a touchdown the offensive team starts their possession
at mid-field. Also, on the last play of
the game, the offensive team gets one play from mid-field; the game cannot end
on a spiking penalty.
ARTICLE F-1
FOUL LANGUAGE
1) Any Player using foul language on the
field of play will have to sit for six plays. That player cannot be replaced.
The team will have to play short for the duration of the penalty. If the foul
language was heard but its undetermined who said it, the team captain or Coach
must sit one player of his choosing for six plays. A team Coach/Captain
voluntarily pulls himself or a teammate that is using foul language before the
referee imposing the penalty, this player can be replaced for the 6 plays.
UNLESS
OTHERWISE NOTED IN THESE
RULES AND REGULATIONS ALL DECISIONS ARE TO BE
MADE
ACCORDING TO HIGH SCHOOL FOOTBALL RULES
______________________________________________________________________________
FIELD DIMENSIONS
LENGTH: 60 YARDS
END ZONES: 10 YARDS
TOTAL: 80 YARDS
WIDTH: 40 YARDS
First down markers, one on each side, are placed at the middle of the
field. Goal line markers, one on each
side, are placed at the front of each end zone.
1 Corinthians
9:24-25 (NIV)
Do you know that in
a race all the runners run, but only one gets the prize? Run in such a way as to get the prize. Everyone who competes in the games goes into
strict training. They do it to get a
crown that will not last; but we do it to get a crown that will last forever.