LEAGUE OPERATIONS
ACFL RULEBOOK: S17 EDITION
Game setup
Before any game, it's important to know how to set up an official ACFL server. This ensures that the gameplay is played fairly & for a smooth experience. Either a Head Coach or Referee will create the server while adjusting the following settings:
Server settings
Webhook
This is the most important step, in order to ensure game results & stats are shared with high ranks, referees or head coaches will need to have a webhook attached to their server settings. To get this webhook, you must be a head coach or referee. Receive it by contacting the operations executive team.
Team arrival
Games should start at the scheduled time, however, in the event of a delay, there are time limits to how much longer a delay can be prolonged.
- If Team A has less than 6 players after 10 minutes ahead of the scheduled time, Team B is given the option to either take the forfeit win, or prolong the delay longer to allow Team A more time to get players.
- If Team A & B both have less than 6 players after 10 minutes ahead of the scheduled time, the game will result in a two-way forfeit. Both teams may opt to schedule the game to a later time or day within the current week scheduling deadline.
Both Head coaches must be given admin permissions upon joining. In order to do this, the server owner will use the following command: :admin [roblox-username]
Start of game
Starting the server
Once both head coaches are ready, the server owner will start the game from Intro. Games have no reason to be starting more than 10 minutes after the scheduled time. Whether both head coaches are ready of not, the game must start by then.
First play
After kickoff concludes, the referee or either head coach will extend the play clock, using the command: :pclock 100. This will give both teams time to sort out positions on either offense or defense. No extra time can be given and the ball must be hiked before the 100 seconds expire.
Start of drives
Before the ball is hiked on the first play of a drive, either team can call "subs", "not ready" or "nr" to indicate they need more time to re-organize their lineup. The referee or head coach will execute the following command: :pclock 50
- If the defense calls subs, then the offense must wait until there are 10 seconds left on the play clock before hiking the ball. Unless the opposition states they're ready to indicate they're ready for the offense to hike the ball.
Challenges
By default, we go by the game call or ruling. The only way to overturn a game call is if a challenge is called. It must fall under the applicable circumstances in order to be called.
When applicable
If you feel like a challenge is warranted, you must use the following command before the ball is snapped: :challenge
Penalties
It is important to ensure both head coaches are civil about penalties. Both teams are responsible for obeying the rulebook & going by the referee's call.
Delay of game
5 Yds & loss of down
This occurs when the play clock expires before the ball can be hiked.
Too many men
5 Yds or free play
This occurs when either the offense or defense has more than 8 players on the field during a play.
Ineligible receiver
Incomplete
This occurs when the receiver steps out of bounds before the ball is thrown & catches the pass.
- This also applies to defensive players & will still result in an incomplete play.
Lag sacks
5 YDs & 1st down
This occurs when a defensive end, who is lagging heavily, sacks the quarterback. Ways to determine if a sack was a lag sack, is to see if the defensive end falls down a few moments after the quarterback falls. This is a clear sign of a lag sack.
- If called, the defensive end will receive a lag warning. 3 will result in an ejection from the game
Grounding
Spot foul & loss of down
This occurs when the quarterback, while in the pocket, throws a pass with no receiver in the area. The ball must land within 15 yards of a eligible receiver.
- If the quarterback is outside of the pocket, a pass just has to be across the line of scrimmage to avoid a grounding call
- While in the air, if the ball crosses out of bounds, that is where the ball will be marked 'down'
Head riding
Spot foul / loss of down
This occurs when a receiver or defensive back rides atop of another players' head & catches the ball.
- If called on the offense, will result in a loss of down & ball spotted at the previous spot
- If called on the defense, will result in a spot penalty. Meaning the offense will get the ball where the interception occurred.
Center rollout
5 YDs & loss of down
This occurs when there are no players behind the line of scrimmage before the quarterback throws a pass.
- Passes to the center or last player blocking will result in a grounding call.
Trucking
Spot of occurance
This occurs when a player uses the trucking mechanic during a play. Only during the following circumstances is trucking ok:
- Quarterback hands the ball off to a player (Runningback). Cannot truck within the redzone.
- Quarterback throws a backwards pass, allowing the receiver to truck.
Special Teams
Teams have the option to choose whatever option the game allows them to select on 4th down. No team is ever 'forced' to punt unless the game says so. Althrough there is a restriction on fake punts & field goals.
- Teams are only allowed to fake a field goal or punt once per half.
- Teams may only onside once there is 3 minutes or less left in the game. Must be trailing & cannot onside while tied.
Quick hike
Failed attempt
If faking, the offense must wait at least 3 seconds before they're able to hike.
Fumbles
There are only specific circumstances where fumbles are allowed to occur:
- Quarterbacks can always fumble.
- Defensive backs can only fumble if they've crossed the line of scrimmage during an interception return. Or in other cases, interecepting the ball on the opponents' side of the line of scrimmage & fumbling while returning.
- Kick of punt returners can always fumble, including onsides.
- Receiver catching a pass behind the line of scrimmage & fumbling while behind.
Milking
Teams are only allowed to waste time (or milk) for certain periods during the game.
- While the clock is running, the offense must hike the ball before the play clock runs under 10 seconds. If unable to, time will be added back to the game clock. This rule is dismissed if there is less than 1 minute remaining in the 2nd or 4th quarter.
- If the quarterback drops back more than 30 yards behind the line of scrimmage, the clock will stop & resume after the following snap.
- If a player gets tackled behind the line of scrimmage, the clock will stop (if in the 2nd or 4th quarter). This rule is dismissed if the offense is trailing.
Overtime
If both teams are tied at the end of regulation, the game will go into a sudden death shootout.
The team who received the ball first at the start of the game will choose whether they want to have the ball first or give it to the other team. Both teams will be given the opportunity to score. Once a team scores, the other team must match the opponent's score. if they're unable to, the game is over. This process will repeat itself until there is a winner.
- each possession starts at the opponents' 35 yard line.
- If Team A scores, and during the next drive, Team B turns the ball over, the game is over.
- If Team A scores a field goal, and then Team B scores a touchdown, the game is over.
- If Team A scores & completes a 1pt conversion, and then Team B scores with a 2pt conversion, the game is over.
- If Team A scores & completes a 1 or 2pt conversion, and then Team B scores but fails the conversion, the game is over.
Mercy rule
If at any point in the game a team leads by 40 or more points, the game will be called final.