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  MFA RULES

1. Four Down Rules
2. Fair Play Rules
3. Atom Rules


FOUR DOWN PLAY RULES

New Rules in the MFA for all divisions 09-27-2006

(1) NUMBER OF DOWNS

For all games teams will play 4 down football with the one yard neutral zone. The offence must throw a legal forward pass ACROSS THE LINE OF SCRIMMAGE on at least one of the first three downs in each series of downs.

Failure to do so will result in an "Illegal Procedure" penalty. Officials will not stop play until the ball is dead. Attempting to pass and getting sacked or being forced to run will not satisfy this rule. The ball must be thrown as a legal forward pass. A lateral pass will not satisfy this rule. Officials should point this out to a team that has just thrown a lateral pass. A five yard penalty will be applied and the down repeated. The offensive team will still be obligated to pass the ball again after the penalty has been applied.

The defensive team has the option to decline the penalty, let the play stand and bring up fourth down. The offensive team can run the ball on fourth down.

In order to avoid this penalty teams are strongly advised to pass on either first or second down.

(2) BLOCKING RESTRICTIONS

Initiating blocks below the waist is not permitted. Illegal blocks below the waist are a 15 yard penalty. Any player penalized twice for this infraction in the same game will not be permitted to play the remainder of the game.


FAIR PLAY RULES

1.0 TEAM / GAME ROSTERS

1.1 Game rosters identifying an offensive and defensive unit must be legibly prepared in duplicate for each game (ON AN OFFICIAL ASSOCIATION GAME ROSTER SHEET), and must be ready not less than 15 minutes prior to game time. The coaches will give both copies to the timekeeper, who will retain one copy and give the other to the opposing coach.

1.2 All players able to participate in a particular game will be referred to as “active” players.

1.3 All players unable to participate in a particular game will be referred to as an “inactive” player(s), and will be identified on the front of the official game roster along with a valid reason for their non-participation.

1.4 The status of any player shown as “inactive” at the start of the game may be changed to “active” providing the change is made prior to the start of the 2nd quarter and the referee and opposing coach are advised. No changes in status will be permitted after the start of the second quarter.

1.5 Each active player must be assigned to either the offensive unit or the defensive unit and must play as a member of that unit only with the exception of rule 3.3.

1.6 The defensive or offensive units may contain up to a maximum of one (1) player more than the other. (i.e.: 28 players registered, the offense and defense will have 14 player players each. If 33 players registered, the offense may have 16 and the defense may have 17 players)

1.7 ALL PLAYERS ASSIGNED TO THE DEFENSIVE PLAYING UNIT, MUST BE CLEARLY IDENTIFIED BY WEARING AN APPROVED CONTRASTING COLOURED SOCK. (The socks shall be fully contrasting and different from any socks on the offensive unit. If the game officials state that the socks are difficult to distinguish, that player will leave the game until the situation is corrected to the official’s satisfaction.)


2.0 PARTICIPATION

2.1 Every player shall play on their designated playing unit, unless prevented from doing so by illness, injury, or reasonable disciplinary reasons and this must be written on the game sheet and communicated to the opposing head coach, by the timekeeper.

2.2 Players may be substituted at coaches’ discretion; however, every player must play a minimum of 1 series per quarter. (Please note this will be reviewed after two games to ensure compliance) A series is defined as the number of plays between when a team gains possession of the ball (through kick-off, punt or turnover) to when they lose possession of the ball (through kick-off, punt, turnover, or completion of a half) and includes the convert attempt following a touchdown scored by the offense. A convert attempt following a touchdown scored by the defensive unit, a kickoff or a punt return unit is not considered an offensive or defensive series.

2.3 Teams will mark out an “on deck” area prior to the start of the game. The “on deck” area is the area between the 40 and the 45 yard line beside the respective team’s bench. The players not on the field from the offensive or defensive unit that is on the field at the time (except as regards 3.1) must stay within this area. Coaches will attempt to monitor an on deck area.



3.0 EXCEPTIONS

3.1 After the start of the game, exceptions to the Participation Rule may occur in instances where the player is ill, injured, or disciplined for a legitimate reason. In each case, the player’s number, along with a reasonable explanation, must be noted on the game sheet.

3.2 If one or more offensive players are already on the field, on the defensive unit due to the limited roster size, then NO defensive player shall be removed in favor of an offensive substitute. Coaches agree as they interpret the rule.

3.3 One long snapper and punter/kicker from the defensive or offensive unit may be installed in any specialty situation. No punt fakes allowed


4.0 PENALTIES

4.1 A delay of game penalty will be assessed for violation of Article 1.1.

4.2 Any team who allows a player not on an active roster to play in a game will forfeit 2 points in the standings. MFA will investigate all such occurrences. The results of the investigation could result in coaches, team officials or teams being fined or suspended and the results of that game being disallowed.

4.3 Any and all incidents / attempts of team / game roster manipulation or altering of player identification are subject to disciplinary action by the MFA. Such disciplinary action may involve suspension from all MFA activities.

4.4 No team may commence a game with less than 18 active players. Failure to field a sufficient number of players within 15 minutes after the starting time of the game will result in forfeiture of that game.

4.5 The penalty for violation of the PARTICIPATION RULE by an official will be as follows;

1) 1st offence – 15 yard penalty from scrimmage or half the distance to the goal line.

2) 2nd offence – 15 yard penalty from scrimmage or half the distance to goal line and loss of down.

3) 3rd offence – 25 yard penalty from scrimmage or half the distance to goal line and loss of down, as well as ejection from game.

4.6 Any team official who intentionally fails to notify a player of the correct game dates, time and locations, or who discourages or prevents player participation for other than a valid medical or disciplinary reason, may be subject to disciplinary action by the MFA.



ATOM RULES

(1) NUMBER OF PLAYERS ON THE FIELD

Teams will play with 8 players on the field. The offence must have at least 3 players on the line of scrimmage; four less than for 12 player football. The 'Tackle and End' position has been eliminated.

(2) GAME LENGTH

Games will consist of 4 quarters of 15 minutes each for a total of 60 minutes of playing time. Except for the last 3 minutes of each half, the timing of games will be 'straight time'. The time clock will run continuously and only stop in the following situations:

(1) A team time out. Each team will have 2 timeouts per half.

(2) An officials timeout.

(3) A prolonged injury where a player is on the ground for more than 15 seconds.

(4) A prolonged officials conference or delay of more than 15 seconds.

During the last 3 minutes of each half , the game will be timed in accordance with Rule 1 Section 5 Article 1 of the Canadian Rulebook for Amateur Tackle Football.

(3) NUMBER OF DOWNS

For all games teams will play 4 down football with the one yard neutral zone. The offence must throw a overhand legal forward pass on at least one of the first three downs in each series of downs. Failure to do so will result in an 'Illegal Procedure' penalty. Officials will not stop play until the ball is dead. Attempting to pass and getting sacked or being forced to run will not satisfy this rule. The ball must be thrown as a legal overhand forward pass. A underhand lateral, shovel, or screen pass will not satisfy this rule. Officials should point this out to a team that has just thrown illegal pass. A five yard penalty will be applied and the down repeated. The offensive team will still be obligated to pass the ball again after the penalty has been applied. The defensive team has the option to decline the penalty, let the play stand and bring up fourth down. The offensive team can run the ball on fourth down. In order to avoid this penalty teams are strongly advised to pass on either first or second down. The offence is not required to pass the ball in any set of downs that starts inside their own 15 yard line.

(4) BLOCKING RESTRICTIONS

Initiating blocks below the waist is not permitted. Illegal blocks below the waist are a 10 yard penalty. Any player penalized twice for this infraction in the same game will not be permitted to play the remainder of the game.

(5) PRESSURE DEFENCE RESTRICTIONS

The defense can have as many defensive lineman as the offense has interior offensive lineman (ie. C, G, TE). Linebackers and defensive backs are not allowed to blitz. Defensive ends cannot line up wider than an 'outside shade' on the most outside interior offensive lineman, (i.e. G, TE). The defensive end's inside foot cannot be outside of the offensive lineman's outside foot. There is no restriction on where linebackers or defensive backs can line up. Linebackers and defensive backs cannot cross the line of scrimmage until the quarterback no longer has the ball or has left the pocket. If this rule is violated the defense will be penalized 5 yards for 'illegal defense'. This rule is not in effect when there is two yards or less to go for a first down or when the offense is scrimmaging inside the defensive team's 5 yard line. This rule also applies to special teams. Pressure defense on kick plays allowed by only the inside defensive lineman. All kick plays ie punts and converts must be reported to the officials and the opposing coaches.

(6) FIELD SIZE AND HASH MARKS

Field size is full length CFL size field. Field width is between the sideline and the furthest hash marks. If there are no hash marks on the field nearest goalpost will be used as the 'hash mark'.


(7) MINIMUM NUMBER OF PLAYERS

A team must have a minimum of 15 players dressed and capable of participating in order for a game to be played. Any team unable to meet this requirement will forfeit.

(8) CONVERTS AND FIELD GOALS

A pass or kicked convert is worth 2 points. A convert by run is worth 1 point.

(9) SCORING

A run into the end zone is worth 6 points and a pass into the end zone is worth 7 points
 
 
 
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Updated: 07-Feb-2012 08:08:39 PM