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| 14 Sep 2015 11:55 AM |
RCFL Rulebook _____________
8v8 Formations: Formation 1: C, TE, TE, QB, RB, WR, WR, WR Formation 2: C, TE, QB, RB, RB, WR, WR, WR Formation 3: C, TE, TE, QB, RB, RB, WR, WR Formation 4: C, QB, RB, WR, WR, WR, WR, WR Formation 5: C, QB, RB, RB, WR, WR, WR, WR Formation 6: C, TE, QB, WR, WR, WR, WR, WR Formation 7: C, TE, TE, QB, WR, WR, WR, WR
7v7 Formations: Formation 1: C, TE, QB, RB, WR, WR, WR Formation 2: C, TE, QB, RB, RB, WR, WR Formation 3: C, TE, TE, QB, RB, WR, WR Formation 4: C, QB, RB, WR, WR, WR, WR Formation 5: C, QB, RB, RB, WR, WR, WR Formation 6: C, TE, QB, WR, WR, WR, WR Formation 7: C, TE, TE, QB, WR, WR, WR
6v6 Formations: Formation 1: C, TE, QB, RB, WR, WR Formation 2: C, QB, RB, WR, WR, WR Formation 3: C, TE, QB, WR, WR, WR Formation 4: C, TE, TE, QB, WR, WR
Team/Roster Rules: - If teams have 8 or more, 8v8 must be played, if you have 6 there, it is 6v6. - Subs can be used if only 2 players are there for a team, any less then it’s a forfeit. - Signing only occurs when both team owner and player agree to terms, trades only occur when all team owners in the trade agree to terms and releasing occurs when team owner states who he releases.
Game Play: - 4 quarters, 6 minutes - 4 downs, FD = 10 yards - Teams are given 3 time outs per half - The clock doesn’t stop after first downs - Clock is stopped after: Kick offs, turn over on downs, play goes out of bounds, ball is spiked, incomplete passes, ect.
Overtime: - There will be a coin toss, whoever wins picks offense or defense. - The offensive team will start on the opponent 25 - After they score or don't score the other team will get the ball on the 25. - This will repeat until one team has more than the other. - If it goes into more than 1 OT then the team who played defense first plays offense first.
Special Teams: - Kick offs are done at the 35, receiving team cannot go past their 45, prior to a kick. - Away team chooses heads or tails before regulation. Home team chooses what side they defend and it switches at half time. - 2 onsides are given to per team for the WHOLE game. - Onsides can be kicked whenever. - Field goals must be snapped to a kicker and the kicker may not line up more then 15 yards away from the line of scrimmage. - Line of scrimmage on PATs/2pt is at the 15 yard line, PAT kicker cannot be past the 20 yard line. - Kick off power must be 85 and PAT, field goal power must be 80.
Offense: - Snap count is allowed, QB can say “Hike” as many times as he wants but the play doesn’t start until the Center snaps the ball. - No setting picks on another CB. (Pushing your fellow WR's corner out of position to get him open.) - Once you have one forward pass you cannot pass forward again. - QB may rush at any time. - A WR cannot receive the ball if they voluntarily run out of bounds and comeback in. If they are pushed out of bounds by CB then they can still receive a pass once back on the playing field. - A WR must touch the ground for it to be ruled complete, if a WR catches it in air and lands out of bounds it is incomplete. - A WR must hit F to catch the ball, or it is inc. - It is not pass interference if the QB does not pass to the WR that committed the penalty. - No WR may use dive to get open, it is used for catching only.
Defense: - On hand offs, the defense may not jump over blocks before the RB crosses the line of scrimmage. - No defensive pass interference. A CB can jam whenever or wherever. - Rushers cannot jump over a blocker if they are behind the line of scrimmage blocking for the QB. - A CB must hit F to intercept it, if they don't it's a swat. - No defensive player may dive to tackle someone if they are behind the LOS. - No CB may use dive to get closer to a WR, it is only used for catching and tackling.
Jump Rule: - You may jump at anytime(notice that the jump is limited and doesn't go high enough to jump over a player.)
Flag Amounts: Offsides - 5 yards - Player is lined up on wrong side of line of scrimmage after hike is called.
Encroachment - 5 yards - Defense jumps the line of scrimmage before hike is called. Usually called when an offense uses snap count.
False Start - 5 yards - Offense jumps the line of scrimmage before hike is called or before the QB moves.
Pass Interference - 5 yards - WR Sets a pick.
Horsecollar - any defensive player dives when the offensive player with the ball is behind the LOS.
Over the Blocker - 5 yards - A rusher jumps over blocker during run play. - A rusher jumps over a blocker that is blocking for the QB.
2 Balls - 5 yards - The offense has 2 balls out when hike is called.
Unsportsmanlike Conduct - 10 yards - A player is complaining, insulting, ect.
Holding - 10 yards - A player takes out a ball and tackles someone.
Intentional Grounding - 10 yards, loss of down - A QB intentionally throws a ball away when he is in hashes either out of bounds or where no one is in the field.
Warnings: - Players are given warnings by referees for complaining, after one warning you are subject to ejection. - Referees have the right to skip the warning if it is drastic enough (I mean DRASTIC). - You are subject to suspension if you are ejected from a game. Stadium Requirements: - All teams must have a stadium of their own - All stadiums must be approved by s01x or JakeGreenway, they must have: invisible separating walls from fans, team spawns, and FD chains.
Team Requirements: - All teams must have home and away jerseys - All teams must have helmets created and put as a model. |
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| 15 Sep 2015 10:41 PM |
Defensive Formation Template: 8v8: CB, Safety, Safety, CB, MLB, MLB, DT, DT 7v7: CB, Safety, Safety, CB, MLB, DT, DT 6v6: CB, Safety, Safety, CB, DT, DT |
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