League Operations

ACFL Rulebook 2026 Edition

Everything you need to run and play an official ACFL game, from server setup and start-of-game procedure through penalties, special teams, fumbles, overtime, and league operations.

ashley
ashley Written by · League Operations
Updated Jul 12, 2026 Read Sections

Start of game

Force start is 15 minutes after the scheduled game time.

  • If neither team has 7 players, the game results in a double FFL.
  • If one team has 7 players and the other has fewer than 7, a 5 minute extension may be granted — but only if the team with 7 players agrees to it.

Kickoff

  • Kickoffs are an auto touchback unless a pin kick is called.
  • After the first kickoff you must line it to the 25, 1st & 15.
  • Option A: :line -10:firstdown -10:newplay
  • Option B: :line -10:turnover (called twice)
  • The referee must automatically set the play clock to 100 seconds after the first kickoff: :pclock 100
  • The play clock will be 50 seconds for each nr after that drive: :pclock 50

Penalties

Both head coaches are responsible for obeying the rulebook and going by the referee's call.

Illegal Formation (IF) 5 Yds
  • In either formation, no receiver may line up in or on the hashes.
  • There are no running backs — a handoff to a wide receiver will result in an illegal formation.

Formation-specific requirements are detailed in the two sections below.

Improper Block (IB) 5 Yds

Called when a tight end, in either formation, blocks more than 5 yards behind the line of scrimmage.

Lag Sack (LS) +5 Yds & 1st down

Called when a defensive player lags and sacks the quarterback.

  • Determined by how far the defensive end is from the quarterback — for example, if the DE falls well before or after the QB, or if no DE falls but the QB is still sacked.
  • The offending player must also be given a lag warning.
Too Many Blockers (TMB) 5 Yds & loss of down

Called when a wide receiver intentionally blocks a defender:

  • A wr intentionally moves toward the DE to block them (forward or backward).
  • A line-of-scrimmage wr lines up in front of the DE and blocks forward or backward (does not apply to DBs).
  • A wr stays on the los blocking backwards — this is not considered an off-jam and will be TMB (if the wr is simply held, it does not count).
  • A wr blocks forward against the defender first. If they block each other at the same time, it is not considered TMB.

It is not TMB if the wr blocks backwards. TMB can only be called if the quarterback throws the ball after the block — the flag will not count if the QB runs the ball.

Grounding (GR) 15 Yds & loss of down

This flag is mostly a judgment call — if a receiver isn't within about 15 yards of the ball, it will be considered grounding, unless the wr and QB clearly had a miscommunication or the wr cut away.

  • If the line of scrimmage is within 20 yards of the endzone, the QB may throw it out of bounds at the back endzone. The QB must be within the hashes — once they step out, the flag is valid.
  • If you're unsure, send a clip in #hc-msg. You may :pclock inf and neither team will be penalized due to a referee challenge.
Center Rollout (CR) 5 Yds & loss of down

Called when a center rolls out past the line of scrimmage, regardless of formation, before the ball is thrown.

  • Passes to the center will be considered grounding.
  • Applies if the center passes the los in an attempt to block (does not count on runs).
Too Many Men (TMM) ±5 Yds

Called when either team has 10 players on the field after the hike.

  • Offense has 10 → -5 yards
  • Defense has 10 → +5 yards
Ineligible Receiver (Inel) Incomplete

Called when a wr/te steps out of bounds or on the white border before the ball is thrown.

  • The play is ruled incomplete — line it back to the previous play at the same first-down line. Do not reset the down to the play before; they should have lost a down.

1C · 2TE

An illegal formation is called in the 1C / 2TE formation when:

  • The center is not lined up directly in front of the quarterback — it may not be beside the QB or 5 yards in front.
  • A tight end is lined up more than 2 yards behind the line of scrimmage.
  • A tight end lines up in or on the hash.
1C 2TE — center ball placement
Ball centered
1C 2TE — offset ball placement
Ball offset

2C · 1TE

An illegal formation is called in the 2C / 1TE formation when:

  • Either center is lined up in or on the hash.
  • The tight end is lined up outside of the hash (it may line up on the hash).
  • This also applies if the offense has 8 players with a line of scrimmage but no middle tight end.
2C 1TE — center ball placement
Ball centered
2C 1TE — offset ball placement
Ball offset

Special teams

No fake field goals or punts are allowed.

Auto field goals

You must kick if the los is within the other team's 45 to the endzone and it is 4th & 8 or longer. Not applicable under 2 minutes in the 2nd or 4th quarter.

  • Example: the offense is at the opposing 35, 4th & 9 in the 3rd quarter — this is a force. If it were 1 minute left in the 4th quarter, it would not be forced.
  • You may not go for it even if the game gives you the option during a force — it will always provide the option.

Auto punts

You must punt if the los is within your own endzone to the 50 and it is 4th & 8 or longer. Not applicable under 2 minutes in the 2nd or 4th quarter.

  • Example: you're at your own 20, 4th & 15 in the 1st quarter — this is a force. If it were 1:40 left in the 2nd quarter, it would not be forced.
  • You can go for it if the game provides a "go for it" option — force rules do not apply if this occurs.
  • At the opposing 45 with auto fg/punt rules in effect, you may choose between a 62-yard field goal or a punt.
Forced field goal / punt range

Pin kicks

  • Only the kicking team may call a pin kick, which allows the receiving team to return the kickoff.
  • You must :h pinkick at least 3 seconds before the kick for it to count.
  • If the kickoff results in a touchback when pin kick is called, the ball stays at the 35-yard line (the referee will not line it back to the 25).

Onsides

  • Must be under 3 minutes in the 4th quarter.
  • Teams are allowed to go ineligible.
  • Teams are allowed to block anyone.
  • Admins may not teleport a player to gain an advantage — this results in an FFL and a suspension if it causes a win.

Fumbles

Only specific players are able to fumble:

  • The quarterback can fumble at all times.
  • Punt / kick returners can fumble at all times.
  • Onside returners can fumble at all times.
  • A wide receiver can fumble if they catch the ball behind the line of scrimmage.
  • A defensive back can fumble once they pass the line of scrimmage (the offense's side).

Hit stick

  • Anyone is allowed to use hitstick in game

Diving

  • Receivers may not dive behind the line of scrimmage.
  • If they catch it behind the los but then pass it and dive, that is allowed.
  • If the quarterback is 20+ yards from the receiver, the receiver is allowed to dive behind the los.

Milking

  • Quarterbacks must hike before the play clock hits 10 seconds, unless there is 1 minute left in the 2nd or 4th quarter.
  • Under 1 minute in the 2nd or 4th quarter, if the defense is trailing: if the QB steps back 30+ yards, the referee must stop the clock.
  • Under 1 minute in the 2nd or 4th quarter, if the defense is trailing: if the offense is tackled or sacked behind the los, the clock will stop.

QBH glitch

If the game shows a fumble on-screen after the quarterback is hit by a defensive end, but something else actually occurs (such as a sack or a throw), the play stands as what the game ruled it — completion, interception, or sack.

Overtime

Format

  • A coin toss at the beginning of the overtime period determines who starts each period.
  • If a team kicks off, they get the ball second.
  • If a team receives, they get the ball first.
  • Each possession starts at the opposing team's 35-yard line.
  • Each possession goes until one team ends up with a lower score than the other.

Scoring

2-point conversions and PATs are all on the table.

  • If Team A scores 7 and Team B scores 8, the game is over.
  • If Team A scores 7 and Team B scores 6, the game is over.
  • If Team A scores 7 and Team B scores 7, the game goes to OT2.
  • Once the teams reach OT3, they must go for 2 after every touchdown.

Mercy rule

Once a team is winning by 40 or more points, mercy applies and the referee must :endgame instantly.

Operations

Referees

  • Must stay focused on the game the entire time.
  • Must have the correct settings on.
  • Must accurately call flags (may look back at the rulebook).
  • Must comply with DOJ, operations staff, and challenges.

Streamers

  • Be present — change camera angles and commentate (commentary is optional).
  • Have VODs turned on.
  • Make sure the link to the stream is sent to an operations member and posted in #Live.

Head coaches / in-game admins

  • You may not newplay at any time throughout the game.
  • You must listen to the referee and make things clear to them, such as :h challenge, :h nr, and :h subs.
  • If you question the referee's call, you may use an Ultimate Challenge in #review-booth with the correct format — otherwise it will not be considered.
  • Any admin abuse (this also applies to refs) may result in penalties (-5 Yards / loss of down) or suspensions.
  • An admin may never :newplay — that is left to the referee.

Disbanding

  • Disbanding will result in a team lock for the entire season.
  • It may also result in a 1+ season blacklist from head coaching.

Game setup

Webhook

The webhook is private.

  • Referees may find it within the operations servers.
  • In the case of a self ref, a head coach may DM pea or road for the webhook.

How to input the webhook:

  • Create a server.
  • Go to settings and find the webhook tab.
  • Copy and paste the webhook into the webhook box.
  • Save / checkmark it — this is very important.

Failure to input the webhook will result in a webhook misconduct suspension.

Server settings

Server settings
  • Public Listing — OFF
  • Group Only — ON
  • Group ID — 9312678
  • Min. Group Rank — 2
  • Fumble — 1%
  • Playclock — 20 seconds
  • Quarter Length — 4 minutes
  • Pass Breakups — OFF
  • Truck — OFF
  • Hitstick — ON

Questions

For any questions about these rules, ping an operations member in #hc-msg. We would much rather have you learn the rules and correct yourselves than guess and mess up a game.