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New Afl Rules

The document summarizes the gameplay rules for arena football, including: 1) Field dimensions and equipment specifications such as goal posts, sideline barriers, and football size. 2) Formation rules requiring a minimum number of offensive and defensive players on the line of scrimmage. 3) Timing details like 15-minute quarters, play clocks, and overtime format consisting of extra periods. 4) Overtime format specifying possessions starting at the 25-yard line and scoring/possession rules. 5) Movement and possession rules regarding downs, catches, balls out of bounds, and kickoffs.

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0% found this document useful (0 votes)
946 views

New Afl Rules

The document summarizes the gameplay rules for arena football, including: 1) Field dimensions and equipment specifications such as goal posts, sideline barriers, and football size. 2) Formation rules requiring a minimum number of offensive and defensive players on the line of scrimmage. 3) Timing details like 15-minute quarters, play clocks, and overtime format consisting of extra periods. 4) Overtime format specifying possessions starting at the 25-yard line and scoring/possession rules. 5) Movement and possession rules regarding downs, catches, balls out of bounds, and kickoffs.

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Gameplay Rules:

1. The Field:
a. An indoor padded surface 85' (26 m) wide and 50 yards (46 m) long with 5-8yd
(4.6-7.3 m) endzones:
i. Total Dimensions = 200’ x 85’ (61m x 26m).
ii. All endzones must either be straight (8yds) or curved (5yds) due to hockey board
configurations.
b. Goal posts are 10’ high to the crossbar and 10’ wide at its inner measurement
between the uprights:
i. If the facility allows, the uprights shall be 18-20’ high from the crossbar.
ii. The new AFL will not use rebound nets found in the original AFL.
iii. Anything used to hang the goalpost is considered a part of the upright.
c. Sideline barriers are 4' (1.2 m) high and made of high-density foam rubber:
i. The barriers are 3-5" thick and can be used to promote business sponsors.
d. The field is lined every 5 yards, extending from dasher board to dasher board and
running parallel to the goal line. If end lines are present in the end zone, as well as
dasher boards, the end lines are to be ignored and shall have no effect. Likewise,
any side lines along the dasher boards are to be ignored and shall have no effect.
2. The Equipment:
a. The official football is the same size and weight as the National Football League
(NFL) ball:
i. Short circumference from 21 to 21¼ inches.
ii. Long circumference from 28 to 28½ inches.
b. The home team shall have 36 new balls (with two ball bags) available for testing
with a pressure gauge by the Line Judge one hour before the start time of the
game. The home team will furnish an air pump, and all balls shall remain with the
Referee in the officials’ locker room. Before the start of each half, the Umpire will
carry 8 balls onto the field and present them to the ball persons. It is the
responsibility of the home team to furnish playable balls at all times by attendants
from either side of the playing field.
c. No player shall wear any headgear or other equipment or any part of a uniform, which the Referee considers confusing to the
opposing team due to the similarity in color to that of the ball. No substance may be applied to the ball or any player’s hands.
d. Players should wear extra length, pro-cut jerseys (extra length) and may not wear “Shimmel” cut shirttails. Player’s should
adhere to rules regarding the proper length in pant legs and gussets (extra material) in pants for large sizes. Uniform team
issued socks, leggings and consistent apparel for all team members must be worn. Any previous approval for no white sock
break is to be rescinded.
e. Any facemask shield worn to protect a player’s eyes must be clear. Colored eye protectors have proven to be a medical problem
for trainers and doctors attempting to view the eyes, nose and mouth of an injured player and have prohibited players
from receiving proper medical care. The only exception to this rule would be on a medical doctor’s request for a colored eye
protector due to a player’s sensitivity to light. Any request for a colored eye protector must be filed with the AFL League Office.
3. Formation:
a. Three (3) offensive players must line up on the line of scrimmage.
b. Three (3) defensive players must be down linemen (in a three or four-point stance):
i. Defensive linemen must line up 1 yard off the line of scrimmage prior to a play.
ii. No stunting or twisting.
c. Two (2) defenders serve as Linebackers - Mac and Jack:
i. The Mac may blitz from either side of the center.
ii. The Jack may roam sideline to sideline within 5yds (4.6m) of the LOS and drop into coverage once the QB snaps the ball.
iii. Both linebackers must line up at least 5 yards behind the line of scrimmage.
d. All defensive players must start in a standard 3-2-3 formation (three defensive linemen, two linebackers, two cornerbacks, and
one safety), but may move freely once the ball is snapped.
e. Offensive motion in the backfield = Two receivers may go in a forward motion before the snap.
4. Timing:
a. Four 15 minute quarters with 2-minute breaks in between the 1st/2nd and the 3rd/4th quarters and a 15-minute halftime.
b. There will be 35 seconds between scrimmage plays. Exception: After administrative stoppages such as change of possession,
measurements, penalties, timeouts and injury timeouts, the play clock is set at 25 seconds.
c. The clock stops for out-of-bounds plays or incomplete passes only in the last minute of each half or overtime or when the referee
deems it necessary for penalties, injuries or timeouts.
d. Each team is allowed three (3) 60-second time-outs per half. Any player or Coach may request a time out. Incoming
substitutes may also request a time out.
e. There is a mandatory play stoppage with 90 seconds remaining in each half:
i. The clock stops if the team with the lead has the ball and fails to advance the ball past the line of scrimmage; this discourages
teams with the lead from "taking a knee" (i.e., having the quarterback kneel shortly after taking the snap from center) near the end of
a game.
f. The clock also stops for any change in possession, until the ball is marked ready for play; for example, aside from in a half's final
minute, time continues to run down after a touchdown, but stops after an extra point or two-point conversion attempt.
5. Overtime Format:
a. If a game is tied after 4 quarters, the teams will play a max of 3 extra periods:
i. Teams will meet at the 25-yard line for another coin flip to determine the possession of the first extra period.
ii. The visiting team picks heads or tails.
iii. Whichever team has more points in the first extra period wins.
iv. If it's still tied after one period, they play up to 2 more (regular-season) or until one team wins (post-season).
v. The AFL pre-season games will no longer have any overtime periods.
b. Each period consists of one possession for each team, the order of which is decided by a pre-overtime coin toss:
i. The overtime period begins at the 25-yard line, and each team is given the opportunity to score a touchdown or field goal:
1. This is moved up to the 10yd line starting with the 4th overtime period in post-season games.
2. No field goals are allowed starting with the 4th overtime period.

ii. The game clock does not run, but the play clock is enforced.
iii. Possessions end when the offensive team scores, misses a field goal, or turns the ball over
iv. After the first team completes its drive with a score or turnover, the opposing team has the same opportunity from the 25-yard line.
v. The defensive team to score after gaining possession on a turnover can advance the ball upon gaining possession; if it scores a
touchdown, it will satisfy the condition of each team having a chance to score and thus end the game.
vi. After each period, the order of possession flips.
vii. Teams can no longer kick extra points after touchdowns and must instead attempt a 2-point, 3-point, or 4-point conversion.
viii. Each team has 1 timeout per overtime period.

6. Movement of the Ball:


a. Four (4) downs are allowed to advance the ball 10 yards (9.1m) for a first down, or to score:
i. On 4th down, teams must either attempt to gain the first down or score; Punting is illegal because of the size of the playing field.
b. A receiver jumping to catch a pass needs to get only one foot down in bounds for the catch to be ruled a completed catch.
c. Balls that bounce off the rebound nets and/or the padded walls that surround the field are "live", including the end-zone walls.
d. A player is not counted as out of bounds on the sidelines unless he is pushed into or falls over the sideline barrier.
e. Ball in the Stands = When a ball is thrown or bounces into the seats surrounding the playing field, the "lucky" fan that catches the
ball keeps it.
f. Passing rules in Arena Football are the same as outdoor NCAA football in which receivers must have one foot inbounds.
g. Restrictions for motion receivers are:
i. Cannot begin motion until entire team is set for one second (illegal shift).
ii. Cannot be in motion through or stationary within the offensive box at the snap (illegal motion).
iii. Cannot perform a “stop-motion” move; (illegal motion).

7. Changes in Possession:
a. If the offense scores either a touchdown or field goal, the scoring team must kickoff from their own goal line:
i. This also applies when the defense scores on a turnover which is returned for a touchdown—technically, they become the offense
until the conclusion of the play, and the scoring team must still kickoff.
b. If the defense scores on a safety (bringing the ball down in the offense’s own end zone), they have the right to claim possession.
c. If one team kicks the ball, the other team has the right to recover the ball and attempt a return:
i. If a kicked ball goes out of bounds, or the kicking team scores a single or field goal as a result of the kick, the other team likewise
gets possession.
d. If the offense fails to make ten yards in four plays, the defense takes over on downs.
e. If the offense attempts a forward pass and it is intercepted by the defense; the defense takes possession immediately (and may
try to advance the ball on the play):
i. Note that incomplete forward passes (those which go out of bounds, or which touch the ground without being first cleanly caught by
a player) result in the end of the play, and are not returnable by either team.
f. If the offense fumbles (a ball carrier drops the football, or has it dislodged by an opponent, or if the intended player fails to catch
a lateral pass or a snap from center, or a kick attempt is blocked by an opponent), the ball may be recovered (and advanced) by
either team.
i. If a fumbled ball goes out of bounds, the team whose player last touched it is awarded possession at the spot where it went out of
bounds. A fumble by the offence in their own end zone, which goes out of bounds, results in a safety.
ii. When the first half ends, the team which kicked to start the first half may receive a kickoff to start the second half.

8. Scoring:
a. 6 points for a Touchdown (TD).
b. Conversion or Points After Touchdown (C/PAT):
i. 1 point for a conversion by place kick after a touchdown,
ii. 2 points for a conversion by drop kick or a successful run/pass after a touchdown (2yds).
iii. On a convert attempt after a touchdown, the defending team may return a missed kick convert to the kicking team's end zone for 1
point, or if the convert was a rush or pass play may return a fumble or interception for 2 points.
c. Field Goal (FG):
i. 3 points for a field goal by placement.
ii. 4 points for a field goal by drop kick.
iii. On a field goal attempt, the defending team may return a missed field goal to the kicking team's end zone for a Touchdown.
d. 2 points for a Safety (ST).
e. 1 point for a Single/Rouge (Si/Ro) to a kicking team (Team A) if any of the following occurs:
i. An opposing player (Team B) catches or recovers a kick or a missed field goal in his own end zone but is prevented by Team A from
returning the ball back out onto the field of play.
ii. A player from Team B elects to drop to one knee while still in the end zone before having returned the ball to the field of play during
a kickoff.
iii. If a kickoff goes through the uprights similar to a field goal during a kickoff, the kicking team is awarded one point and the ball is
spotted at the opponent's 5-yard line.
f. 1 point for a Single/Rouge (Si/Ro) to a defense if they:
i. Force an interception.
ii. Recover a fumble.
iii. Block a field goal.
iv. If the turnover results in a touchdown on the same play (e.g. a pick-six), an additional point is added for a total of 8 points.

g. "Mercy" Rule:
i. If a team has at least a 45-point lead at the start of the 4th quarter, the game is automatically called as a win for the team with the
lead.
9. The Kicking:
a. Punting is illegal because of the size of the playing field.
b. Kickoffs are from the goal line. Kickers may use a one-inch tee.
c. All kicks must be made by either place kick or drop kick; punting is prohibited.
d. The receiving team may field any kick that rebounds off the net and/or lands in the field of play. The Kicking team may not cross
the Receiving team’s 5-yard line until the ball touches the turf or touches a receiver inside the 5-yard line.
e. Any kickoff untouched that goes out of bounds or hits an overhead structure (i.e. scoreboard) will be placed at the 20-yard line or
the place where it went out of bounds, whichever is more advantageous to the receiving team. If a kickoff goes beyond the end
zone and stays in bounds (such as kicking it into the field goal "slack net" or if the ball goes under the net), the ball will come out
to the 5-yard line.
f. The touchback is not automatic; players must attempt to advance the ball out of their own end zone if it is caught there. The
same is true if a missed field goal attempt goes beyond the end zone and under the net.
g. If the ball is interfered within any area between and under the net frames, including the catch net, the ball will be placed at the 5-
yard line.
h. If a fan interferes with a kick that leaves the field that is ruled playable, the ball will belong to the Receiving team at its 20-yard
line, or at the spot of interference if such interference occurs before the 20-yard line.
i. If the receiving player chooses not to take the ball out of the endzone (takes a knee) or is tackled in the endzone, the ball is
placed on the 5-yard line and the kicking team is awarded 1 point.
j. Any field goal or extra point attempted by drop kick is worth one additional point (thus 4 points for a drop-kicked field goal or two
for drop-kicked conversion). (Drop kicks are extremely rare in actual play.)
10. Game Officials & Chain Crew:
a. The following five officials will make up the officiating crew for all League games: the Referee, the Umpire, two sideline officials
designated as the Head Linesman and the Line Judge, and a Back Judge.
b. Only three (3) members of the chain crew will be allowed on the field. All chain crew members must move off the playing area to
the End Zone on each play.
c. Officials from the home team will select members of the chain crew. Chain crew members will preferably be high school or
college football officials. Members of the chain crew must be uniformly identifiable as specified by the AFL Senior Director of
Football Operations.
d. During the game, the chain crew is under the direct authority of the game officials and specifically the Linesman. The chain crew
will report to game officials 60 minutes prior to kickoff.
e. Due to television considerations, the chains will remain on the same sideline throughout the entire game.
11. Players’ Bench/Access to Field:
a. There will be a bench area for both teams behind the Sideline Barrier. Access will normally be through a locking gate or door in
the barrier. Team players and coaching staff will remain in this bench area.
b. Team benches should be located on opposite sides of the playing field, unless approved, in writing, by the AFL Senior Director of
Football Operations. Only team-appareled persons may be in the team box.
c. Box personnel must remain on ground level to clear the view for fans. No lifts may be built or added to bench areas.
12. Coach Location on Field:
a. Offensive signal caller allowed on Field for Offense, he may move to the opposite side of the field for this action. This person
should remain at least 5-yard behind the Offense and within two yards of the side-walls.
b. One Defensive signal caller allowed on field for Defense, he may move to the opposite side of the field for this action. This
person should remain at least 5-yards behind the Offense and within 2-yards of the side -walls. Coaches for each team may be
on the same side of the field when calling plays, but if there are issues, the visiting team coach will move to alternate side of field.
c. No other coach is allowed on the playing field, except on time outs. Coaches must remain outside the numbers during time outs
and players report to coaches.

The Players, Substitution, & Salary:


1. Eight (8) players on the field; 24-man roster (all players are active).
2. Example Roster Setup = 3 C/NT, 5 OG/DE, 3 QB/S, 3 FB/MLB, 3 WR/JLB, 6 WR/CB, 1 K.
3. All franchises are required to have at least 9 players that originated from within a 120-mile radius of the team's home town.
4. Free substitution is allowed, but all players must play both ways (i.e. on offense and defense) except for the Kicker.
5. Positions = QB/S, FB/MLB, WR/JLB, WR/CB, C/NT, OG/DE, K.
6. All teams will have a salary cap of $4.24 million dollars for both players & coaches.
7. All AFL players will make the following salaries:
a. US = $125-830 ($3,600-13,280 per season).
b. All Teams have a maximum signing bonus of $25,000 per player.
8. The following number system shall be used:
i. QB/S & K = 1-19.
ii. FB/MLB, WR/JLB, & WR/CB = 20-49 & 80-99.
iii. OL/DL = 50-79.
9. Substitutes are prohibited to enter the game while the ball is in play. A player must return to the bench area when exiting the
field. He can only return to his own bench area, not into an opponent’s bench area.
10. Each team must designate a team captain or captains. Only those players designated to represent the team as a team captain
may communicate with officials.

Position Descriptions:
1. Quarterback / Safety (QB/S):
a. Generally the leader of the offense. Calls all plays to teammates, receives the ball off of snap, and initiates the action usually by
running the ball himself, passing the ball to a receiver, or handing the ball off to another back.
b. Covers deep. Last line of defense, can offer run support or blitz.
c. Receives the snap on field goal tries and converts; places the ball in position and holds it to be kicked by the kicker.
2. Fullback / Mac Linebacker (FB/MLB):
a. Multiple roles including pass protection, receiving, and being the main runner for the team.
b. Lines up across from the right guard 3 to 4 yards (3.7 m) back. Quarterback of the defense. Calls plays for lineman and
linebackers. Always rushes form either side of the center.
3. Wide Receiver / Jack Linebacker (WR/JLB):
a. Lines up on the line of scrimmage, usually at a distance from the center. Runs down the field in order to catch a forward pass
from the quarterback. Is usually the high motion man.
b. May roam sideline to sideline within 5yds (4.6m) of the LOS and drop into coverage once the QB snaps the ball. Usually drops
into zone coverage or covers the high motion man if drops into coverage.
4. Wide Receiver / Cornerback (WR/CB):
a. Lines up on the line of scrimmage, usually at a distance from the center. Runs down the field in order to catch a forward pass
from the quarterback.
b. Covers the wide receivers on most plays.
5. Center / Nose Tackle (C/NT):
a. Snaps the ball to the quarterback. Most important pass blocker on pass plays. Calls offensive-line plays.
b. Lineman across from center. Tries to get past the offensive-line or take double team and open holes for blitzes.
6. Offensive Guard / Defensive End (OG/DE):
a. Stands on the ends of the offensive line next to the center. The biggest men on the line, usually around 300 pounds (140 kg).
Very good pass blockers.
b. Main rushing lineman. Rushes the quarterback and tries to contain rushers behind the line of scrimmage.
7. Kicker (K):
a. Kicks all of the field goals, converts, and kick-offs.
The Draft & Season Structure:
1. The AFL Draft takes place in August 2 weeks after the ArenaBowl:
a. All potential players must have a college degree or at least 2 years of professional experience in another league in order to be
eligible for the draft.
b. All teams can only draft a max of 2 players per draft.
c. The selection order is based on each team's win-loss record in the previous season and whether the team reached the playoffs;
Teams that did not reach the playoffs the previous season are ranked in reverse order of their records (so the team with the
fewest wins is awarded the first selection).
d. Ties between teams with identical records are determined by the following tiebreakers (in order) Strength of schedule, division
tiebreakers, conference tiebreakers, and a pre-draft coin flip.
2. All AFL team training camps open 28 days prior to the first regular season game of the season:
a. A camp solely devoted to first year players is allowed the 3 days before the main camp opens.
b. Each team is allowed to have a max of 75 players during Training Camp/Tryouts.
3. The pre-season exhibition schedule is 2 weeks long with each team playing two games (1h1/a) against teams from its own
division.
4. The regular-season is a 21-week schedule during which each team plays the other 9 teams in their division twice (1h/1a) with
3 bye weeks (18 games).
5. The season currently starts during the second week of March and runs weekly to late August.
6. At the end of each regular season, the top 4 teams from each conference (the division winners & 1 wild card team) compete in
the AFL playoffs, an 8-team single-elimination tournament that culminates with the championship game, known as
the ArenaBowl.
7. The ArenaBowl is played at the site of the higher-seeded team.
8. Bonus Points System:
a. 4 points for winning a game
b. 2 points for drawing a game
c. 0 points for losing a game
d. 1 bonus point for losing by 8 points (or fewer) or in overtime.
e. 1 bonus point for scoring at least 4 touchdowns.
f. 1 bonus point for winning while scoring at least 3 more touchdowns than the opponent.
g. At the end of the regular season, the team with the best regular-season record is awarded the Jim Foster Trophy:
i. For those who don’t know, it echoes the practice of the top European soccer leagues in which the team with the best record is the
champion, similar to the Supporter’s Shield in MLS.
ii. The Jim Foster Trophy winner is guaranteed home-field advantage in all rounds of the playoffs they compete in (including the
ArenaBowl).
b. Tie-breaker - If only two teams are level on league points:
i. Most wins.
ii. The team that won the head-to-head matches (i.e. The higher aggregate score, or combined score from both games, if applicable)
is ranked first:
1. If this game was a draw, then the team with the more wins is ranked first.

iii. Point difference (PD) = is the number of goals (or points) scored in all league matches minus the number of points conceded.
iv. Points for (PF) = is the total number of points scored by a team over the course of the regular-season.
v. Points against (PA) = is the number of goals scored against them by their opponents over the course of the regular-season.
vi. Fewest disciplinary actions.
vii. Strength of schedule = two-third (66 2/3%) for the opponent's record and one-third (33 1/3%) for the opponents' opponents record.
viii. Total number of points scored on the road.
ix. Road point difference.
x. Total number of points scored @ home.
xi. Home point difference.
xii. If still identical, a play-off is required.
xiii. Coin toss (2 teams) or drawing of lots (at least 3 teams).

9. The All-Star Game takes place one week after the ArenaBowl, with a team of American players playing against a team
of Chinese players from the China Arena Football League (CAFL):
a. An AFL player is eligible to participate for Team Canada during the CFL All-Star Game if at least one of the following criteria is
met:
i. The player is a citizen of Canada.
ii. The player is qualified for citizenship or to hold a passport under the laws of Canada, but has not been granted citizenship or been
issued a passport:
1. In this case, the player may be made eligible by CFL upon petition by the player or team.

i. The player is a permanent legal resident of Canada.


ii. The player was born in Canada.
iii. The player has one parent who is, or if deceased was, a citizen of Canada.
iv. The player has one parent who was born in Canada.
v. The player has lived in Canada seven years prior to their 15th birthday.

Miscellaneous Rules:
1. Both teams must wear their dark color uniforms during games (similar to rugby or this NAL Championship Game)
unless either of the following occurs (i.e. mandatory “Color Rush”):
1. The teams share similar colors.
2. If someone is colorblind (i.e. teams with red or green uniforms will not participate).
3. AFL Example = Columbus Destroyers vs Indianapolis Enforcers.
2. Player celebrations (individual or group) are permitted only in the end zones or the bench areas.
3. The minimum price for minority ownership for any AFL team is $250,000.
4. Minimum Ticket Prices:
1. Individual Adults (ages 18-64):
1. 1-Game Ticket = $10 per person.
2. Season Tickets = $80 per person.
2. Individual Children & Seniors (ages up to 17 / 65 & up):
1. 1-Game Ticket = $5 per person.
2. Season Tickets = $35 per person.

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