THE COMPLETE MFFL RULES
Updated November 20th,2024

all players must read and understand the liability form found above. All captains must screen players and ensure that they are 18 or older and have agreed and understood this form before playing their first game. Any team with players who do not qualify cannot play those players. It falls on the captains to guarantee the players on each of your teams.
Please note:
The Ref has the task of controlling the field of play and as such we have implemented a revolving captains system. This means that only 1 player must make any discussions with the ref over disputed calls on the field from each team on the field of play at the time of the call. Only the ref may engage players on the sidelines or off the field and any involvement by the 4 other players on the field or players off the field will result in a 10-yard/half-distance penalty. A second violation by a team will result in an ejection of the offending player(s). Teams refusing such ejections forfeit the game. Ejected players must leave the field and if still disruptive must leave the sidelines also or risk forfeit for their team. The ref WILL stop time during these captain's discussions but will restart time once the conversation is over and not wait for a snap to do so, ie this is not a timeout.
Should ejections occur for violent reasons, players may face more permanent bans at the league's discretion and with no refund of fees.
2 Mandatory refs from each team for the sidelines are outlined with schedules weekly.
These refs will receive instructions from the head ref and only call plays downfield and will consult the head ref for more serious fouls.
Teams will be required to provide 2 sideline refs for games prior to or after theirs to improve the consistency of our games. These requirements will be posted weekly on the home page and failure to show will result in team fines in the form of wins being taken away, specifically that night's game or the nearest win past or future. Captains please monitor this and assign 2 players each week you are due as the league will only make you aware of your turn. Teams who repeatedly fail to provide refs or forfeit games will not be asked back next season.
The league reserves the right to not allow abuse of this on a case-by-case basis. Report to one of the league officials.
RANKING/SEEDING
The order for playoff rankings is record, head-to-head, points for/against differential.
Statistics
Each team will be provided with a score sheet at every game, it is up to the team captain or a team representative to keep statistics for each game and forward it to the league. The League will keep an excel file and post league leaders every week after the completion of week 2.
Equipment:
MOUTH GUARDS ARE
mandatory for contact positions {rushers and blockers}
and recommended for all but at your discretion; people do run into walls and lights so wear them, please
Jersey of the same color as your team's designated color,
Flag belt {provided by the league},
non-metal and non sharpe-edged cleats
any official, adult-sized non-rubber football is usable; I.E. this means no junior or nerf balls are allowed.
We have assigned colors for specific teams determined at a captains' meeting/email before the season begins.
These colors are reserved and if a team cannot meet those requirements they need to bring light and dark jersey options as the ref may force players not doing so to leave the field if the team colors are too similar. Also, players must have the white part of the flag belt exposed by using short jerseys or tucking them in and all flags need to be on the sides of players. The ref will remind players of this but can assess 5 yard penalties for repeat offenders and will call plays dead as though the flags were pulled should they not be followed.
Equipment violations result in a 5 yard penalty and repeated violations result in ejection at refs discretion but always when safety is the concern, I.E. mouth guards/sharp cleats
THE START OF THE GAME
There are no kick-offs
A coin toss or other random method determines first possession. The winner of the "coin toss" has the choice to go on offense or defense or choose sides but may defer that choice until the 2nd half.
The offensive team takes possession of the ball at its 5-yard line and has four (4) plays to score a touchdown. However on 4th down the offensive team must decide either to 1) Punt 'Give the ball over' in which case the opposite team takes over on its 5-yard line. 2) 'Go for it' in which case the opposite team will take over wherever the play is called dead. Teams can 'punt' the ball before 4th down should they decide to do so for any reason. ONCE FIELD POSITION IS KNOWN, I.E. first bag is set, when asked by the ref on 4th downs if punting the offense must answer within FIVE SECONDS or risk a delay of game penalty and loss of down as wasting the clock by delaying the decision is unacceptable. If no answer is given then the offense is automatically attempting a 4th down play. If an answer is given after 5 seconds then the O can 'go for it' or take the delay penalty. This decision cannot then be changed unless a timeout is used.
Teams can play with a minimum of four (4) players due to injuries only but must start a game with five (5) players from their own roster.
If less than 5 players are available, the game is forfeited by the side that is unable to field a team. Forfeited wins are scored 21-0 or if played with pick-up players the actual score {whichever is better for the winner} but stats count for both teams as we will find someone to fill in for the missing. Stats only count for the players scheduled to play and not the fillers.
If a forward passed ball accidentally comes in contact with a foreign object in the field of play {i.e. wire, banners, net, roof etc} the play will be called dead and replayed only if the ball was catchable...ie. not the wall or objects out of bounds or the roof directly overhead.
An offence with the final possession of the game, based on remaining time for four huddles unless timeouts are available to the D, may choose to opt out of the last drive at the end of the 2nd half should they not wish to take it, thus ending the game. {Taking a knee}
Timing
Game length is 48 minutes straight time. (2 x 24 minute halves) and each team gets 3 timeouts per game. These timeouts stop the clock for 30 to 50 seconds. No one may snap the ball within the 30 seconds and then the Offense has an additional 20 seconds to snap the ball and may due so at any point after the 30 seconds has expired. The clock will restart upon the snap. If more than 20 seconds should pass without a snap the offence has committed a time count violation resulting in a loss of down. Then another 20 seconds will pass until the next snap is due where the clock is to restart as per the delay of game rules. If a timeout is called after a touchdown then the clock only resumes once the opposing offence snaps the ball and not on the extra point attempt as it is played outside of normal time.
On extra point attempts the O still only gets a normal 20 seconds after bags set to snap the ball or delay the game and lose the down/attempt.
Half time is 1 minute
At 24 mins of the each half the ref will call and end to the time. If an offence has scored they may attempt an extra point outside of normal time. The ref will give audible 2 minute and 1 minute remaining warnings to both teams at the 22 and 23 minute marks of each half. Should the time expire after a snapped ball then the play continues.
Given the 20 second rule for offensive team huddles, the ref will stop time on all delay of game penalties and offensive offsides which both result in immediate whistles.
The ref will also stop time OR may choose not to at any point should he feel teams are wasting/manipulating the clock through penalties only or on injuries and captains discussions.
At any time players may ask the ref for the time remaining.
Should injuries or other events stop the clock for a long period of time then the Ref may, at his discretion, shorten the game only if it will be a problem for the next games keeping their normal Fifty minute time allotted, not a later start. {i.e. the Dome has the field rented after our league time and the following games will be shortened beyond our control}
Scoring:
Touchdown: 6 points.
Extra point: 1 point. (Played from midpoint of 5-yard line.)
Extra point: 2 points (played from midpoint of 12-yard line.)
Safety: 2 points and the ball
Note: An Interception on any extra point play can be returned for the same points being attempted.
There is no overtime, except for playoffs, and the game will be called a tie. In the playoffs, if the game is tied, a "coin toss" will determine choice of possession. An extra point shootout where each team will receive a chance to attempt 1 or 2 point converts for a possible 6 points over 3 plays taking turns with opponent's offence..if still tied one attempt each onward. No additional timeouts are awarded.
PLAYING OFFENSE
Center Snaps:
QB can receive the ball directly from between the center’s legs or via a long snap (shotgun) but the ball must start on the ground always. The Centre must always be at the bag and behind the ball at the time of snap. At the snap, any rushers and all blockers must be within 1 yard laterally of their bags. The QB must also be within a lateral yard but in the backfield at any depth desired.
Passing/QB PLAY:
The offence has 6 seconds to throw the ball forward but only 4 seconds for the runner to run and get to the line of scrimmage and these seconds are counted aloud by the ref and the 4th second ends all running and any runner must be past the line of scrimmage. Only the player receiving the direct snap from the center may make a forward pass.
Only one forward pass thrown from behind the line of scrimmage is allowed per down.
Only backward & lateral handoffs are allowed. A "handoff" in front of the QB is considered both a forward pass {and a handoff for blocking purposes} and no other forward passes are allowed and is still not allowed within the 5-yard dead zone prior to the D's end zone as it is a run play.
Interceptions can be returned by the defense. On Interceptions that occur and remain in the end zone, the ball will become dead and will result in the ball belonging to the intercepting team at its 5-yard line. Should an interception occur in the end zone and the ball carrier leave the end zone, the ball will belong to the intercepting team at the spot the ball becomes dead. However, should the ball return to the end zone and the player be de-flagged or the ball become dead the result would be a safety for the other team.
Intentional Grounding – is legal if the forward attempt reaches the original line of scrimmage or beyond or if there is no rusher. If the pass is too short and there is an official rusher at or behind the line of scrimmage a sack is awarded at the spot of the throw. Backward passes that hit the ground are spotted where they hit the ground even if this results in a safety as they are fumbles.
Receiving:
All players are eligible to receive forward passes except the QB as only the QB may throw one
A PLAYER MUST HAVE AT LEAST ONE FOOT INBOUNDS, BEFORE STEPPING OUT OF BOUNDS, FOR A PASS TO BE COMPLETE and the ball must be caught and in control of the player inside the white lines for a reception. A player cannot be the first person to touch a pass if he has voluntarily run out of bounds before the catch. However, a player forced out by the opposing team may do so without penalty.
Receivers who catch a ball in the air and would normally have landed in bounds but who are forced out by the D and land out of bounds are granted the catch but no additional yards. It is at the Ref's discretion as to whether or not the receiver would have normally landed in bounds. Such contact, if violent or intentional, can also result in an unsportsmanlike foul as decided by the ref.
***If a player is forced out of bounds by a defender they are eligible to catch the ball without penalty. The same is enforceable on the receiver, if a defender is pushed out of bounds they are eligible to catch the ball without penalty.
***Clarified for 2024
Any lateral must be caught at or ahead of the original line of scrimmage, otherwise the play is blown dead.
Fumbles:
Fumbles are live until they hit the ground and then dead and spotted at the point of contact with the ground if backward and the point where contact with the ball was lost if forwards. A defender cannot cause a fumble and recover the ball/
Running:
The center cannot take a direct handoff back from the quarterback (no center sneak play).
anyone other than the center above may run for 4 seconds and these seconds are counted aloud by the ref the 4th second ends all running and any runner must be past the line of scrimmage
There is a double rush. Both rushers must pass the line of scrimmage. Even without a double rush the quarterback can pass the line of scrimmage and come back "on-side" to make a throw but if a forward throw is made past the line of scrimmage it does not count and that is a loss of down but if caught by the D then a turnover results. Any running yards he made do not count and if no throw is made then the ball returns to the original line of scrimmage with a loss down.
"No-running zones" are located 5 yards in front of each end zone. When the ball is on or inside the 5-yard line going toward the opponent's end zone the offence cannot run but the QB can run if double rushed. If this is attempted the play is no good resulting in a loss of down.
At no time where the original QB fakes a handoff or makes a handoff either forwards or backwards is blocking permitted by any offensive player including the center. Such a fake must be made by the QB and not the potential receiver simply running in motion behind the line and in front or behind the QB.
In an attempt to avoid a defender, there is no spinning, jumping or diving as a ball carrier. Also, ball carriers are not permitted to use any part of their body, the ball, or clothing to block a potential pull of the flags, commonly referred to as a hand check or flag guarding but not limited to using hands only...at the ref's discretion.
Dead Balls:
Play is ruled "dead" when:
The ball carrier runs out of bounds.
When any part of the ball carrier's body, other than his hand or foot, touches the ground. The ball is considered another part of the body also and results in a downed play.
Ball carrier's flag is pulled or falls off from his own actions or on its own.
If a receiver's flag falls off on its own or by the player himself prior to the catch, the play will be whistled dead upon reception and the ball will be spotted at the spot where the player first takes possession of the ball. No forward yards are attainable.
On a completed pass where the ball is tipped or bobbled a player is eligible to have his flags removed at first contact with the ball and the ball will be spotted where the flags are pulled regardless of how many tips/yards are required to secure the reception.
If the QB's flag falls off the play will be called dead with a loss of down if and only if there was a rusher who has crossed the line of scrimmage. If no defensive player has passed the line of scrimmage as an official rusher then the play continues. This is counted as a sack by that rusher and can result in a safety. Should the QB, at the ref's discretion, pull his own flag intentionally to avoid a true sack then the pull is awarded to the rusher, yards are lost, and if needs be a safety awarded.
Note: There are no recoverable fumbles once the ball has hit the ground. The ball will be spotted where the ball left the ball carrier's hand unless a backward pass or lateral were attempted, such being at the ref's discretion. In this case, the ball will be spotted wherever it FIRST comes in contact with the ground. A backward pass into the end zone or out the back of the end zone can also result in safety with the exception of the initial snap from center to QB touching the ground and being recovered prior to going outside the end zone. To be clear, a backward pass from QB to another player which lands on the 1-yard line and rolls into the end zone and out the back is not a safety but rather would be spotted on the 1-yard line. That same pass that lands just inside the end zone is automatically a safety as only the original center to QB exchange is permitted to touch the ground prior to possession. If after securing original possession a QB drops the ball it is a fumble and spotted as such even if this results in a safety. A center snap to QB that goes out of the end zone regardless of it bounces before the end zone or not is a safety as it is still recoverable by the QB even though it may have hit the ground.
If on the snap, the ball touches the ground, the QB can pick it up and throw it. The defense (eligible rushers only) can try to down the ball by touching it or by pulling the QB's flags resulting in a sack. If the ball is downed in the end zone or if the ball rolls outside the end zone, the play will be called a safety, and a sack awarded to the rusher if there is one.
Blocking:
All blockers must start within 1 yard lateraly of the bag and at the bag's depth.
Absolutely no blocking or setting picks down field. However blocking is allowed at and behind the line of scrimmage to protect the quarterback. One blocker per rusher only. Blockers may not advance to the rushers but rather wait for them at or behind the line of scrimmage. Blocking must always be done with extended arms (no body blows) and open hands. Absolutely no blocking is allowed below the waist or above the shoulders. Blockers and rushers must always keep their hands off the opposition's face or head. No blocking rushers from behind (unless contact is maintained when rushers spin). Once contact is lost there is no blocking to the back unless a rusher is abusing the protection, ie running backwards. Blockers who push rushers to the ground when blocking properly are not penalized.
If there has been a handoff, a play action fake or fake handoff NO blocking is allowed.
No holding by either blocker or rusher is allowed. This may consist of holding clothes or body parts.
To be clear, the blocker does not have to be the center but players not blocking a rusher cannot impede the rusher's progress towards the QB and no player, even the blocker, can impede the designated rusher prior to his arrival at the line of scrimmage. Should there be multiple rushers there can be multiple blockers but the same rules apply for each and no double teaming rushers is allowed however blockers can change rushers should rushers alter their course to box blockers out. Should a team send 2 or more rushers then only the first "designated" rusher has the "free lane" and when impeded prior to the line of scrimmage a penalty results.
Playing Defense
Rushing the Quarterback:
All rushers must start within 1 yard laterally of the bag and at the bags depth.
A special marker, set by the game official, will designate seven yards from the line of scrimmage. All players who rush the passer must be seven yards from the line of scrimmage and 1 yard laterally from the marker when the ball is snapped. Any number of players can rush the quarterback, however the first to cross the line of scrimmage must be designated. Any rusher to cross the line of scrimmage must have started within 1 yard to either side of the rushing bag and seven yards deep. Rushers must take a left or right approach toward blockers who hold their ground from the initial snap as flagrantly running straight into a blocker who has just snapped is considered "bull rushing" and is a penalty. All contact with blockers must be under control and without intent to injure. The first 2 bull rushes in a game by an individual are only penalties, the third is a penalty and an auto ejection. Once the center has dropped his head to snap the designated rusher may not switch sides as his lane was seen before the head went down. Once the ball is handed off or tossed, or there is a play action fake or fake handoff, 1) no blocking is allowed and 2) the seven-yard rule no longer is in effect and all defenders may go behind the line of scrimmage to rush.
Should a team keep 2 or more rushers laterally within the 1 yard bag marking the rusher's starting area then one of the rushers will raise his hand to designate himself as the official rusher and his straight line progress toward the quarterback may not be impeded in any way by an offensive player crossing his path. No other rushers receive this "free lane" and should the designated rusher not cross the line of scrimmage or engage the blocker at the line then all other rushers, as they cannot cross before him, are illegal and result in a penalty. To be clear; teams who send 2 or more rushers cannot have the designated rusher pull back into coverage prior to crossing the line of scrimmage and then have another player rush the QB at any time as the first rusher to cross the line of scrimmage must be designated always either by his sole proximity to the rushing bag or by his hand raised and proximity to enforce the "free lane". Designated rushers do not have to rush the QB immediately however and can do so at any time, even after blockers have vacated. In the event that a second rusher crosses the line of scrimmage first for any reason then his rush is illegal and results in a penalty of 5 yards and a repeat of the down should the offence accept. The designated rusher's free lane only exists so long as he rushes and goes right away. Should he delay his rush to appear not to be coming then the offense does not need to give that lane as there appears to be no rusher.
If at any time an offence requests knowledge of the designated rusher then he must report again.
Defensive Positioning
Defenders not rushing the quarterback may defend on the line of scrimmage as long as there is a one yard buffer from the line of scrimmage. If the ball is on the goal line or within one yard of it defenders don't need to be one yard off of the ball. Outside this one yard buffer the defender is entitled to his own space but neither player may put their hands on an opposing player with the intention to gain position and, similar to basketball, the defendor cannot "rub" a receiver in his pattern while moving...this results in a holding call which can be intentional or unintentional or a PI call if the ball is on the way.
Penalties:
Game officials determine incidental contact that may result from a normal run of play.
Penalties after an interception shall be assessed after the return is over and/or the play is blown dead.
Penalties after a touchdown or extra point shall be assessed on the extra point attempt or upon setting the bags after a change of possession as the case may be.
Official have the right to eject players from the game for unsportsmanlike behaviour. Should a player or team refuse such an ejection then the game will be called and they will forfeit the win. Also, ejections may mean a next game suspension and may result in more permanent bans at the league's discretion and without any reimbursement of fees paid. Ejected players must quickly leave the field and possibly the sidelines and at least go to the center of the dome as time will be stopped until they do so and non-compliance may result in forfeits. Should ejected players continue to cause problems forfeits and more permanent bans may occur. After the game they are free to return to shake hands.
Defensive Penalties: (Offence can decline the penalty)
{All penalty yards are the stated numbers or half the distance}
(Defensive penalties will be accessed after play is blown dead. The offence can decline the penalty)
Offside ? 5 yards. Replay down
Substitution foul ? 5 yards. {6 men or more on the field and trying to play or in the way; not walking off near sidelines out of play area} Replay down
Illegal rushing ? 5 yards. Replay down
Bull Rushing ? 5 yards. Replay down.
{3rd offence? Ejection}
Pass Interference ? 15 yards or Spot of foul (whichever is best for the O). Replay down.
If pass interference occurred in the end zone it is an auto touchdown/extra point
Face guarding is pass interference; defence must look back for the ball and not just raise arms.
PI occurs when a player interferes with an eligible receiver's ability to make a fair attempt to catch a forward pass. Pass interference may include tripping, pushing, pulling, or cutting in front of the receiver or pulling on the receiver's arms. It does not include catching or batting the ball before it reaches the receiver.
Stripping the ball ? 5 or 15 yards as with holding below. Possible Replay of down. Line of scrimage plus yards or spot of flag pull after catch if completed plus yards
Unintentional Holding ? 5 yards. Line of scrimage plus yards or spot of flag pull after catch if completed plus yards
Intentional Holding ? 15 yards. Replay down. Line of scrimage plus yards or spot of flag pull after catch if completed plus yards
early unintentional flag pulls ? 5 yards. This would be a flag pulled just before the ball reaches the receiver's hands but not soo before as to offer advantage to the D.
early intentional flag pulls ? No yards assessed but D deals with fewer flags going forward.
Pull both flags early intentionally and the player is awarded an automatic touchdown as he cannot be de-flagged!!!
Teams should not decide when to stop for themselves based on flags on the ground but rather should play the whistle!
Roughing the Passer – This is when the passer is hit BEFORE, DURING or AFTER a pass. Any contact to the ball or body is a penalty – rusher must go for the flags or up to block the ball once it has left the hand of the QB. This rule is not in effect when a defender tips the ball, or when the QB’s follow-through results in contact. 15-yard penalty and replay the down or replay at spot of de-flagged offensive player plus 15 yards.
Discretion call by official.
Offensive Penalties: (Defence can decline the penalty)
{All penalty yards are the stated numbers or half the distance}
Delay of game (each team has 20 sec from the ref's whistle to the snapping of the ball) ? Loss of down. Also, see timing section, immediate stoppage of the game clock. Offense then has another immediate 20 seconds to snap the ball or lose another down, clock resumes on successful snap only.
The ref will give each team a "reasonable" amount of time to huddle and then whistle and state the down and begin his 20 second count to snap time. Warnings given at 10 and 5 seconds.
Illegal Running by the QB ? Loss of down.
Running inside a no running zone ? Loss of down.
Offside ? 5 yards replay down. Immediate whistle
immediate stoppage of the game clock. Same as delay above for resumption.
{cannot be used to get out of no 'run box' near an end zone}
Illegal pick downfield ? 5 yards replay down.
Illegal blocking downfield ? Spot of foul. Loss of down. Same as flag pull.
{This can result by a player blocking for the ball carrier or the ball carrier using another on his team as a barrier to avoid the D}
Flag guarding ? Spot of foul. Loss of down. Same as flag pull
Diving ? Spot of foul. Loss of down. Same as flag pull
Spinning ? Spot of foul. Loss of down. Same as flag pull
Jumping ? Spot of foul. Loss of down. Same as flag pull
Running into tackler who has position. Spot of foul. Loss of down. Same as flag pull
Illegal blocking of the QB ? 5 yards replay down.
Player out of bounds. If player goes out of bounds by his own power he cannot be the first to catch a forward passed ball? Incomplete pass. Loss of down.
Offensive pass interference? 15 yard penalty and repeat down
(i.e. pushing off a defender when ball is in the air, if prior to throw 5 yard penalty and repeat down)
Impeding the rusher ? 5 yards. Replay down...this includes running through the original "designated" rusher's path in such a way as to slow them, does not apply if the rusher gives up the attempt but always applies if he was attempting to rush and is knocked to the ground and unable to continue.
Both O and D
{All penalty yards are the stated numbers or half the distance}
Equipment violations result in a 5 yard penalty and repeated violations result in ejection at refs discretion but always when safety is the concern, I.E. mouth guards./sharp cleats
It is possible to have multiple penalties applied
{pass interference or holding and unsportsmanlike for example}
this may result in 2 half the distance penalties applied consecutively
Unsportsmanlike foul {i.e. unnecessary roughness} ? (15 yards, from scrimmage or spot of flag pull) and possible ejection at the ref's discretion. Replay down.
One Foot Rules:
If the QB has at least one foot past the line of scrimmage, it can be at the bag but not beyond it, when the ball is thrown a foul occurs. Illegal forward pass, can be intercepted. (Loss of down)
One foot must touch or pass the goal line to count as a touchdown
one foot must be inbounds to make a reception before the other foot or any body part touches out of bounds.
These rules are evolving every week and are not subject to interpretation during games except by the ref who may seek council while stopping the game clock but has the final say on all calls. However, after games are concluded suggestions are welcomed and become how we clarify our boundaries.
Roster Construction:
With a bring-your-own team setup rosters are limited to 14 players on a team for the season, these 14 players can be playoff-eligible(must play at least 3 games)**. Teams should have at least eight players listed on their roster however games can be played with four as mentioned above in case of poor attendance.
Teams should have their official roster provided to the league by the start of week 2, however, rosters can be amended as the season goes along.
Players who are acting as a substitute in a game are not eligible to join another team later in the season unless agreed upon by the team who first carried said player. Sub players are not eligible for playoffs unless they are added to your roster(Max 14).
League fees are due and paid by players individually, if a player quits and has paid the league can look at returning some funds to said player however the team will be responsible for ensuring their team fees are paid in full by week 4 at the latest. Failure to have this paid in full MAY result in teams being declared ineligible.
**In case of an injury to a CENTER or QUARTERBACK teams may pick up a player to replace them on their roster however this player must play at least one regular season game to be playoff eligible. This amendment to the prior rule is only the case due to the importance of these positions to a teams ability to play the game.