The Field and the Rules of the Game

A. THE FIELD

1. An indoor artificial surface, 85 feet wide and 50 yards long with end zones eight to ten yards in length; if possible.  End zones should not be rounded off;   if possible.  If these requirements cannot be met, the home team must apply to the league for a waiver from these requirements.    
2. The field is lined every 5 yards, extending from wall to wall 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.
3. The field is lined with hash marks 12 inches in length and 5 feet from the center of the field. The hash marks are placed on both sides of the field every yard, running perpendicular to each yard line, the first set being parallel to the uprights of the goal posts.
4. If the regulation field requirements are not achievable due to arena limitations, the field can be marked as closely as possible, pending league approval.
5. All fields must have the AIFA logo at opposite ends situated at the 10 yard line area.
6. Teams can paint logos on the field with advance approval by the league.

B. THE SIDELINES

1. The dasher boards will mark the out of bounds on all sides of the field. Sideline barriers are 48 inches high and made of high-density foam rubber.
2. A four to six inch white out of bounds line should be painted around the entire end zone. Exception: If end zone dasher boards are present no end zone line is required.
3. No logos or advertising shall be placed directly above either goal line on the dasher boards. A 4” line shall be visible on the dasher boards, extending up from the field of play.
4. The top of the dasher boards are OUT of bounds. The field of play is determined by making it “within the walls”. The top of the dasher boards should be considered as sideline markers and should be out of bounds when considering loose ball plays, unless as noted under Rule L5.  NOTE: Any loose ball which hits off the dasher boards is in play and a live ball.

C. THE GOAL POSTS

1. Goal posts are placed and centered above each end wall. The posts are 10 feet off the ground and 10 feet wide. The uprights should extend 20 feet from the crossbar. All goal posts shall be painted in fluorescent “Autumn Yellow.”
2. Kicking blockades must be behind the goalposts and within a minimum of five feet of the goal post. They also may extend ten feet out on both sides of the uprights to prevent footballs going into the stands.
3. Teams can place logos/names on the uprights with advance approval by the league.

D. THE AIFA FOOTBALL

1. All AIFA Games must use the official AIFA football. This ball will have the league logo on one panel. ($5000.00 fine per game for team not using Official AIFA Football)
2. Home team supplies a minimum of 60 game balls for each contest. * GAME BALLS SHALL BE INFLATED AND IN A BAG OR CONTAINER AND SHALL BE IN THE OFFICIALS’ DRESSING ROOM TWO HOURS PRIOR TO KICKOFF. THE OFFICIALS SHALL CHECK THE BALLS FOR LEGALITY AND SHALL HAVE THEM AVAILABLE FOR THE HOME TEAM 40 MINUTES PRIOR TO KICKOFF. ANY GAME BALLS THAT DO NOT MEET SPECIFICATIONS PRIOR TO THE CONTEST SHALL BE REPLACED BY THE HOME TEAM.
3. Visiting team will provide their own “warm-up” balls.  The home team is not required
to provide the visiting team with warm up balls. 
4. Teams must have two pumps available ninety minutes prior to kickoff for officials, and the pumps shall be located near the sidelines during the game.
5.  Balls will not be tossed into the stands by a player, nor handed to a fan, in any manner at any time.  At the end of a scoring play, the scoring player must place the ball on the ground in the end zone, or give the ball to an official.  The player may not spike the ball.  The ball may not be taken to the bench area. Any violation of this rule is a dead ball ten yard unsportsmanlike conduct penalty, and shall be administered from the succeeding spot. The player will be fined in accord with the fine schedule in the League Operations Manual. 

E. GAME OFFICIALS
 
1. Five Officials shall make up a game day crew. They are Referee, Umpire, Linesman, Line Judge, and Back Judge.
2. Officials must be registered with the AIFA Director of Officials.
3. All Officials shall have the AIFA insignia on the front left pocket of their official’s shirt, and a white-bordered American Flag above the pocket.
4. Officials’ uniforms will consist of: NFHS/NCAA style Black and White stripe short sleeve shirt, White Knickers, NCAA Socks, and a Blue Bean Bag. (Flag, down marker, Whistle, and Watch are part of the uniform). Officials shall also wear a number on their back.
5. The officials’ jurisdiction begins when the officials enter the venue and ends when all officials leave the venue.
6. There shall be no entry into officials’ dressing room without permission.
7. Home team shall provide secure dressing room for officials.
8. Home team is responsible for officials’ safety.
9. Home team shall escort officials from the arena to their vehicles after the game.
10. Officials should arrive in the home team's venue two hours prior to kickoff.  At this time the Head Linesman, Line Judge and Back Judge are to check all footballs,   and inspect the playing surface and team benches. The Referee and Umpire will meet with the Head Coach and obtain the official’s paychecks and the game day 20 player roster.  The  players listed on the game day roster must have also been listed on the preliminary 30 player roster, which is to be posted on the league website by midnight, eastern standard time on the Tuesday immediately prior to the game.  If a team has not posted a current 30 player roster, the 30 player roster for the week will default to the most recent 30 player roster published by the team.  It is the Umpire’s responsibility to download and print the 30 player roster and bring a copy to the arena on game day.   If a player on the 20 player game day roster does not appear on the preliminary 30 player roster, he is not permitted to play.  A game will not start without the roster check having been completed and game checks received.  If the Referee has not contacted Home Team management prior to game day,  Home team management will check the Arbiter to determine the names of the officials working the game. This meeting is in addition the meeting required under Rule E(11). 
11. The Referee and Umpire of each crew shall meet with the Head Coach of each team one hour before kickoff, for general rule interpretations/questions/concerns.
12. At 40 minutes prior to kickoff, the Linesman and Line Judge will check chains and meet the chain gang, and the Back Judge will check with the ball boys and clock . operator. The Head Linesman will ensure the entire chain gang is aware that they must retreat into the end zone behind the offense, on each play
13. At 30 minutes prior to the game, the Back Judge and Line Judge will provide “Guard Duty” on the field, and flag inappropriate player behavior as necessary.  Flagrant fouls during the pre-game warm up time will result in an ejection of the offending player. Guard duty ends when the players return to their respective locker rooms for final instruction.    
13. Home team is responsible for the three chain crew workers / two statisticians / two ball persons / Clock Operator / PA Announcer. (Adults are required to fill these positions).
14. The Referee for each AIFA contest shall administer penalties using official football hand signals, (see AIFA Official Signals section) and when equipped with a microphone, shall report with a verbal call all team penalties including infractions and offending player(s) number(s).  
15. Back Judge is responsible for the 25 second count.
16. Back Judge is responsible for official game clock.

F. TEAM BENCH

1. All players/coaches/medical staff will be permitted on the team's bench, INCLUDING INACTIVE / PRACTICE PLAYERS, to a maximum of 25 players. All non-roster players and attendants in the bench area must be in official Team apparel including Team Doctors, Trainers, etc.
2. Coach-to-coach communication devices are permitted.
3. The home team will designate which side of the field will be utilized by the home coach.   This decision will be made during the Referee’s and Umpire’s pre-game visit with the coach of the home team.   The visiting coach will utilize the opposite side of the field.  Once made, this decision may not be changed. Only one coach per team may be on the field at any time, but  must remain 10 yards behind the line of scrimmage when the play starts,  and against dasher boards, on their designated side.  The coach will not enter the field past the top of the numbers at anytime, other than a team timeout. The first offense (either coming inside the top of numbers or having a second coach on the field) is an  Unsportsmanlike Conduct Penalty. The second offense is an Unsportsmanlike Conduct Penalty as well as a loss of sideline privileges for the infracting staff member for the remainder of that contest. There will be no warning.  It is acknowledged that different arenas have numbers placed at varying distances from the sideline dasher boards.  This rule is specific to each arena.  The width of the coaching belt depends solely upon the set up of the arena.    
4. Ejected players and/or coaches and/or team personnel must leave the team bench area and return to the locker room for the remainder of the contest.

G. THE GAME

1. Coin Toss will take place four minutes prior to kickoff at midfield. The winner of the coin toss may elect to kick, receive, defend or defer.
2. Each contest will consist of four 15-minute quarters with a modified running clock. (SEE TIMING)
3. The official time will be under the supervision of the Back Judge. (SEE TIMING)
4. If the game is tied after four quarters, Overtime will take place. (SEE OVERTIME)
5. Media timeouts will be as follows: the first and third periods will have two media time-outs. These will occur with approximately 10 and 5 minutes remaining in the 1st and 3rd periods. In the 2nd and 4th periods, the media time-outs will occur with approximately 10 minutes remaining and at the 1 minute warning mark. Each media time-out may be a maximum of 2 minutes in length. NOTE: The media time-outs may be waived at the sole discretion of the home team.
6. A live ball in player possession is declared dead when as a result of opponent contact, a) Any part of the runner’s body, except his hand or foot touches the ground, or b) Any part of the runner’s body touches the dasher boards. Should a runner slide, slip or fall to the ground without opponent contact and remain there, he has declared himself down and the official shall sound his whistle. The ball shall be marked at the spot where the runner first contacted the ground.   Inside the final minute of each half, if a runner touches the dasher board, intentionally or not, he is declared out of bounds and the clock is stopped.  Intent is not a requirement of this rule. 
7. With under one minute ball beyond the previous spot remaining in the 4th quarter, the offense, if ahead in the score, must advance the ball past the previous spot, or the game clock shall stop at the end of the down and start on the next legal snap. This is referred to as the positive yardage/clock rule.

H. THE PLAYERS, ALIGNMENT and EQUIPMENT

1. Eight players on the field for each team; 20-man active roster; five players may be on an inactive roster. NOTE: It is at the discretion of the individual team if the inactive players will be paid.   The Head Coach will provide to the Referee, prior to commencement of the game, an original, signed, game day roster which includes an “Equipment and Roster Certification” which certifies that the players on the game day roster are properly equipped according to these Rules, and that said players have been instructed as to the proper use of such equipment.  This document is attached hereto as an addendum to the Rules, and is incorporated herein.  

OFFENSE

2.  During scrimmage downs, the offensive team shall consist of 8 players, delineated as follows:

One center who must snap the ball, with one guard on each side of the center; none of whom is an eligible receiver unless made eligible by action of the play; any violation of this interior line formation is an illegal formation;

Three receivers, a quarterback, and a running back.  Each of these players is an eligible receiver.   If a player is positioned as a receiver on the line of scrimmage, said player remains eligible even if “covered up” by a wide receiver

Alignment:  A minimum of four (4) offensive players must be stationary and on the line of scrimmage prior to the snap. This is the center, two guards, and at least one receiver.  Offensive linemen cannot be aligned at an angle and  he must face his opponent’s goal line with the line of his shoulders approximately parallel thereto and his head breaking the plane of the line drawn through the waistline of the snapper.  No receiver, or receivers if more than one, may line up closer than three yards from the outside shoulder of the nearest guard. 
3.Only two players, the quarterback and one (1) running back,  can be positioned in the
offensive box prior to and at the snap and both must be stationary.   There must be
daylight between the running back and the deepest interior lineman.   The offensive box is defined as the area between the outside shoulders of the two guards, not to exceed five (5) yards wide; and the box continues from the line of scrimmage to the offensive team’s end line. The entire offense must be set for at least one second before any player goes in motion.  The only player who may receive a handoff in the offensive box is the running back who was stationed in the box at the snap.    
4.  Motion:  Only two (2) eligible receivers may be in motion forward, backwards, or laterally, prior to and at the snap.  Restrictions for motion receivers are:
a. cannot begin motion until entire team is set for one second; (illegal shift)
b. cannot be in motion through or stationary within the offensive box at the snap; (illegal motion)
c. cannot perform a “stop-motion” move; (illegal motion); and
d. cannot block one of the three interior defensive linemen until the ball has crossed the line of scrimmage. (personal foul, illegal block – ten yards)


DEFENSE 

 7. Three (3) defensive players must be down linemen, in a three or four-point stance at the snap.   It is an illegal defense if the down linemen are not in a 3 or 4 point stance at the snap.   
8. Defensive linemen may align head up or in a shade technique on offensive linemen. The shade cannot be wider than shoulder to shoulder. Defensive linemen cannot be aligned at an angle.  The three defensive linemen must be aligned on one of the interior offensive linemen. Any violation of this section is an illegal defense.
9. Defensive linemen cannot drop or go laterally into pass coverage. Any violation of this section is an illegal defense.
10. Defensive linemen are permitted to stunt, loop, twist, or scrape.
11. Two (2) defensive linebackers must initially be positioned in the defensive box and cannot leave the defensive box until the ball is snapped.  The linebacker’s restriction to the defensive box is controlled by each offensive play. “Defensive Box” is the area defined by imaginary lines perpendicular to the outside shoulders of the outside defensive linemen. The depth of the defensive box is 6 yards from the line of scrimmage.  Any violation of this section is an illegal defense. 
12.  When the ball is snapped from the 6 yard line and in, the 6 yard depth restriction on the linebackers disappears.  All other restrictions on the linebackers remain in force.
13. Only one linebacker may blitz on any given play. If one elects to blitz, the linebacker must pass between two defensive linemen in the "A" gap only.  Linebacker alignment begins within the defensive box, and there must be “daylight” between the defensive linemen and both linebackers.  No Linebacker may be in a stacked position and both linebackers must be stationary at the snap.  One linebacker may cover sideline to sideline while dropping to a maximum of 6 yards from the line of scrimmage. However, he must be in the defensive box at the snap. Any violation of this section is an illegal defense. 
14.   If the running back leaves the offensive box,  all linebacker restrictions end; and defensive backs and linebackers are allowed to force the run (blitz). 
15.  To summarize this rule, note the following: a) both linebackers must be stationary and in the box at the snap; b) they may not line up in a stacked position; c) they may not be moving forward at the snap; d) a maximum of one may blitz; e) a maximum of one may move laterally out of the box after the snap but not exceed a 6 yard depth; and f) daylight must exist between the defensive linemen and the linebackers.  The penalty for any illegal defense is 5 yards, previous spot and an automatic first down.  There can be no illegal defense if the running back leaves the offensive box, as all linebacker restrictions end when the running back leaves the offensive box. 
16. It is legal for a team to not blitz either linebacker.
17. If play action occurs by the offense, or if the ball leaves the offensive box, all linebacker restrictions end; and defensive backs and linebackers are allowed to force the run (blitz).
18. Defensive backs have free alignment (excluding the box) and can align on the receiver at any depth (press, loose, off, etc.) If a Defensive back is in the box at the snap, the penalty is for an Illegal Defense.
19.  All players are prohibited from grabbing the inside back collar of the shoulder pads or jersey, or the inside collar of the side of the shoulder pads or jersey, and immediately pulling the runner down. This rule applies anywhere on the field.   This is an illegal horse collar tackle. Personal foul, 10 yards and automatic first down.   
20.  No player shall twist, turn or pull the face mask or any helmet opening of an opponent. It is not a foul if the face mask or helmet opening is not twisted, turned or pulled. When in question, it is a foul.  Personal foul, 10 yards and automatic first down. 
21. Free substitution is allowed, but players must be legally aligned before the snap.
22. Players shall adhere to the following numbering requirements: K/QB/RB/DB/WR: 1-49 or 80-89. OL/DL: 50-79 or 90-99 . Trys and field goal attempts are an exception to the  numbering requirement.  On trys and field goals, eligibility is determined solely by position.
23. All teams shall be properly equipped - no casts (unless padded with approved foam etc.), hard substances, metal, or steel may be on any part of the uniform/shoes at any point of an AIFA contest.  All teams must wear AIFA approved game socks. All players must be dressed the same. Face shields may be tinted in any color. All players will wear required pad(s), and the Head Coach will certify this pre-game as stated in Rule L(1).  
24. Proper shoes for the surface are mandatory. Exception: A Kicker may kick barefoot.
25. NOCSAE approved helmet, shoulder pads, stockings, and team issued uniform are mandatory, along with hip pads, thigh pads, kneepads and belts.
26. Numbers must be placed on the front and back of all jerseys (12 inch on front / 14 inch on back)
27. Last names must be on both home and away jerseys for AIFA contests.
28. Spatting must be done in the same color as the team shoe with no visible markings, messages, etc. being made to the spat unless it is replacing a shoe sponsor logo.
29. Any official may remove any player that is not properly equipped. The penalty is an unsportsmanlike conduct penalty charged against the head coach. 
30. All players must be 18 years of age. NOTE: Any player right out of High School that plays professionally would automatically lose his NCAA eligibility.
31. Each Team must declare 30 days before the season their designation as a white or black shoe team. This means that all members of the team shall wear the same color shoe for all contests for the season. If a League-wide shoe sponsorship is in place, all Teams must use that shoe brand.

RULE H  INTERPRETATIONS
 
OFFENSE

Rule H(2) states the formation requirement for the three interior linemen.  It follows that there may not be an unbalanced line, i.e. a snapper with the two guards on one side of the snapper.  An unbalanced line is a live ball, illegal formation foul. 

Rule H(2) states that no receiver, or receivers if more than one, may line up closer than three yards from the outside shoulder of the nearest guard.  This is interpreted to require that not only does the stationary receiver on the line of scrimmage have to be lined up at least three yards outside of the nearest guard, but also, any motion man in motion towards the line of scrimmage at the snap may only cross the line of scrimmage outside this 3 yard requirement. If the stationary receiver lines up inside three yards, or if this forward  motion receiver crosses the line of scrimmage inside three yards, it is a live ball, illegal formation foul.    If the motion receiver is moving parallel to the line of scrimmage at the snap, there is no three yard requirement.  However, the blocking restrictions remain, on this parallel motion receiver.  
Rule H(2)  states the offensive linemen cannot be aligned at an angle. This is interpreted as requiring the offensive lineman to have his shoulders “approximately” parallel to the goal line and his head breaking the plane of the line drawn through the waistline of the snapper.  The intent of the rule is to ensure the offensive lineman does not gain an advantage by lining up at an extreme angle.  So long as the lineman’s head breaks the plane of the line drawn through  the waistline of the snapper and his shoulders are close to parallel with the goal line, he is legal.  If the offensive lineman is not aligned as required herein, it is a live ball, illegal formation foul.
 
Rule H(3) mandates “daylight.”  Daylight is determined by the wing officials, by observing the plane which runs parallel to the line of scrimmage and through the rear most portion of the rear most interior lineman’s body part, usually the foot.  If any part of this plane is breached by either the running back or his equipment, there is no daylight  The quarterback is exempt from the daylight rule when he is in position to take a direct hand to hand snap from the snapper.

Rule H(4) The parameters for the wing officials in calling the motion men for a false start are as follows.  The wing officials will permit the motion receiver up to a 2 feet  maximum “grace space” before the play is killed.  That is, if the motion receiver is two feet or less beyond the line of scrimmage at the snap, the wing official will let the play continue and not call a foul for a false start. Anything in excess of two feet the wing official will kill he play and throw a flag for a false start.  In addition, the false start by motion man is what kills the play so if the defense encroached prior to the snap but after the receiver has crossed the line of scrimmage, the encroachment is ignored because by rule, as soon as motion man crosses the line of scrimmage before the snap, the play is dead.

Rule H(4)  A receiver may not perform a “stop-motion” move.  This means a receiver may not start his motion, and then abruptly stop his motion. This is illegal motion.

DEFENSE 

Rule H(7) requires down linemen to be in a 3 or 4 point stance at the snap.   If a defensive  lineman is retreating after jumping into the neutral zone in anticipation of the snap, he has not gained an advantage and this is an exception to the requirement that the down lineman must be in a 3 or 4 point stance. This play is not a foul. 

Rule H(8) states that defensive linemen cannot be aligned at an angle. This is interpreted as requiring the defensive lineman to have their shoulders “approximately” parallel to the goal line, and to prevent the defensive lineman from lining up at an extreme angle.  If the  defensive lineman is not aligned as required herein, it is a live ball, illegal defense foul.

Rule H(11) states the depth of the defensive box is 6 yards from the line of scrimmage. If the  linebacker goes beyond the six yard depth of the defensive box, the umpire will throw the flag because the umpire does not know where the linebacker is nor what he is doing, and this linebacker can’t be watched.  This is why the umpire must align at a 6 yard depth on every play.

Rule H(12) states that when the ball is snapped from the 6 yard line and in, the 6 yard depth restriction on the linebackers disappears.  All other restrictions on the linebackers remain in force.  This is interpreted that either or both linebackers may retreat more than 6 yards into the end zone.  All other box restrictions remain if force, in that only one linebacker may blitz;  and only one linebacker can move laterally within the 6 yard restriction.  However, if either or both linebackers retreat more than six yards, they have free reign to cover sideline to sideline, so long as they maintain a six yards or greater drop, until such time as normal linebacker restrictions end.  In order to retreat to a depth greater than 6 yards, the linebacker must immediately retreat to this distance at an angle 45 degrees or less and pass the 6 yard depth .  If the angle of retreat is greater than 45 degrees,(i.e. a “flatter” retreat)  it is an illegal defense.   

Rule H(13) states that if a linebacker elects to blitz, he must pass between two defensive linemen in the "A" gap only. The A- gap is defined as either side of the center.  The linebacker may blitz through either A-gap.  Some teams have set plays where it will look like an outside rush however it is legal if the blitz is through the A-  gap. Keep in mind that if you decide to call this foul, (as in many foul situations) an advantage must be gained.  That is, if a linebacker blitzes wide, the umpire will focus in on this linebacker.  If this linebacker was blocked out of the play, do not throw the flag.   After the play, talk to the linebacker about his error.  However if in the umpire’s opinion the linebacker in some way influenced the play,  such as causing the QB to go elsewhere with the pass, or any other disruption in the play, the umpire will flag the play.

When the A- gap closes, umpires must be careful with this foul.  If the linebacker goes into the A- gap and is picked up by the guard or center and taken wide, where he beats that guard or center, there is no foul.  The linebacker’s initial move was into the A-gap and thus, is legal.  In order to call this foul, the linebacker must clearly taken a path outside the guard’s shoulder and blitz  wide.  When this occurs, the umpire must go into the "advantage gained" mode,  and decide if the foul should be called.

If a linebacker enters into the offensive box at any time for any reason, this will be interpreted as a blitz. The linebacker does not have to “charging hard” for it to be a blitz.  If the linebacker enters the offensive box, this is a blitz. It is this second linebacker’s responsibility to avoid entering the offensive box at any time, if the other linebacker has blitzed. 

Rule H(13) states that no linebacker may be in a stacked position and both linebackers must be stationary at the snap.  Stacked position is defined as lined up directly behind a down lineman.    This is a live ball, illegal defense foul.

Rule H(14) states that if the running back leaves the offensive box, all linebacker restrictions end. This means that one or both linebackers may blitz, retreat greater than 6 yards, or move laterally into the flats, and there is no illegal defense.      

Rule H(17) states that if play action occurs by the offense or if the ball leaves the offensive box, all linebacker restrictions end.  Play action is interpreted as a hand-off, a fake hand-off, or a pump action fake throw   by the quarterback.  Whenever one of these happens, all linebacker restrictions end. This means that one or both linebackers may blitz, retreat greater than 6 yards, or move laterally into the flats, and there is no illegal defense.    
 
Rule H(19) Regarding a horse collar tackle.  This type of tackle is prohibited anywhere on the field. 

Rule H(23) requires all teams shall be properly equipped - no casts (unless padded with approved foam etc.), hard substances, metal, or steel may be on any part of the uniform/shoes at any point of an AIFA contest.  This rule regarding player equipment will require pre-game certification by the Head Coach, as stated in Rule H(1).  The umpire will check all padded casts prior to the start of the contest to ensure adequate padding is in place to cover any casts. 

Rule H(25) requires that any glove be approved by a sanctioning body.  The sanctioning body may be the NFL, the NCAA, or the National Federation and must contain an approval tag on the glove.

I. TIMING

1. Four 15-minute quarters. Halftime shall be a minimum of 15 minutes and a maximum of 20 minutes. This is at the discretion of the Home Team.
2. A running play clock will be used except during the final minute of each half. The  running clock will start:
a. When a free kick is legally touched in the field of play. (Runner/ball must be out of the end zone)
b. On the ready for play after a change of team possession or official’s time-out or a media time-out.
c. On the snap after a charged team time-out and after the one (1) minute warning in the 2nd and 4th periods.
A running clock will stop:
a. Following a down in which the final result is a change in team possession.
b. Following an extra point attempt.
c. Following a field goal attempt.
d. For a media time-out.
e. For a team or official’s time-out.
3. In the final one minute of each half, the clock stops for out-of-bounds plays and incomplete passes. The clock also stops when a team is granted a first down. In the event of an official’s time-out, the clock will start based on the status of the previous play.
4. When inside one minute of either half, if a runner comes in contact with the wall, he shall be whistled out of bounds and the clock will start on the snap. Intent is not a requisite of this rule.  If the runner touches out of bounds, intentionally or not, within the last minute of the half or game, the clock will stop and will start on the snap
5. Each team is granted three (3) timeouts per half; each 1 minute in length, except during the last minute of the 2nd and 4th periods, when the time-outs will be 30 seconds. All time-outs will be timed by the back judge.
6. The AIFA will utilize a 25-second play clock that will be under the supervision of the Back Judge. If there is no 25-second clock in clear view on each end of the field, the Back Judge will indicate the final 5 seconds of the play clock by raising his hand.
7. Media timeouts will take place as follows: 10/5 in the 1st and 3rd periods, 10/1 minute warning in the 2nd and 4th periods.
8. The clock will stop for any injured player and that player must leave for one play. Inside of one minute in the 2nd and 4th periods, the injured player’s team will be charged with a timeout. If the team is tied or trailing in the score, and has no timeouts left, 10 seconds will be removed from the game clock. If the injury occurs within the final 10 seconds, regulation time is ended.
9. The offensive team's QB may spike the football to stop the clock inside of one minute of the second and fourth periods. NOTE: The football must hit the ground first and not a player. If the ball hits a lineman first, the penalty is for illegal touching.
10. Acceptable crowd noise is not a reason for clock stoppage.  Acceptable crowd noise includes but is not limited to any non-electronically or non-air/gas powered noise.  Cowbells, seat banging, feet stomping, screaming, clapping are all examples of acceptable crowd noise. Whistles, electronically powered or air/gas powered horns or noise devices are considered unacceptable noise, and if identified, the clock may stop and the fan will be ordered to cease use of this device, or be removed from the arena.  All music pumped through the arena speakers must cease when the offense breaks the huddle.   Any derogatory comments by the arena announcer will be penalized.
These violations will be enforced as a delay of game penalty against the home team. 


RULE I  INTERPRETATIONS

Rule I(10) The Referee will use his discretion in enforcing the timing of the rule requiring the music pumped through the arena speakers to cease upon the breaking of the huddle.  So long as the music ceases before the quarterback calls his signals, the timing of making this call is up to the Referee’s discretion. In addition, whether a comment by the arena announcer is derogatory is at the discretion of the Referee.  

J. MOVEMENT OF FOOTBALL AND SCORING

1. Four (4) downs are allowed to advance the ball ten (10) yards for a first down, or to score.
2. Six (6) points for a touchdown.
3. One (1) point for a conversion by place kick after a touchdown, two (2) points for a conversion by drop kick and two (2) points for a successful run or pass after a touchdown.
NOTE: A team may legally fake a PAT attempt or a field goal.
4. Three (3) points for a field goal by placement or four (4) points for a field goal by drop kick.
5. Two (2) points for a safety.
6. One (1) point will be awarded to the kicking team if the kicker, on any kickoff, kicks the football through the uprights and over the crossbar. In addition, if the receiving team, after securing possession in the end zone, fails to return the ball out of the end zone, one (1) point will be awarded to the kicking team.  Placement will be the receiver’s 5 yard line, opposite the QB’s throwing arm, after a successful 1 point Uno.
7. Play will be whistled dead, at any point during the game when the football hits off any part of the goal posts and fails to pass over the crossbar and between the uprights.
8.  The kicking team may not score an Uno after a safety. If the kickoff after a safety goes through the uprights for what normally would be an Uno, the ball is placed on the 5 yard line; however no point will be scored.  
9. When the last play in regulation results in a touchdown, the try must be attempted, even if the outcome has been decided by this touchdown on the last play of regulation.  

K. KICKOFFS

1. A kickoff is a place kick or drop kick from anywhere along the kicking team’s goal line. Under no circumstances shall any kickoff be made from anywhere other than from the kicking team’s goal line. Kickers may use a one-inch tee.
2. Kickoffs are live (either team can recover,  retain possession) after the ball has traveled ten yards, or after the ball becomes live by R touching the ball prior to it traveling ten yards. Balls kicked into the wall remain live.
3. Any untouched ball that is kicked out of bounds on the fly or through the end zone on the fly will be placed at the receiving team’s 20 yard line or the spot where the ball went out of bounds if beyond the receiver’s 20 yard line. 5 yards is not added on to any out of bounds spot. 
4. Any kickoff that hits an overhead structure will be placed at the receiving team’s 20 yard line.
5. Any kickoff that is either touched by the receivers or hits the ground, and subsequently goes out of bounds will be placed at the spot where the ball went out of bounds. If the receiver touches the ball in the end zone and the ball subsequently goes out of bounds, or if the ball hits the ground anywhere in the end zone and then bounces out of the end zone, the ball is placed at the 5 yard line. An  Uno is not scored in either of these situations as the receiver did not possess the ball. 
6. There must be an attempt to return each kickoff by the receiving team. If the receiving team, after securing possession of the ball, does not return the football out of the end zone into the field of play, an Uno (1 point) will be awarded to the kicking team, and the ball is placed at the 5 yard line. If a runner of the receiving team steps past his goal line into the field of play, and then returns to his end zone where the ball is declared dead, the kicking team will be awarded a safety.
7. If a fan interferes with any kickoff, the ball will be placed at the receiving team’s 20 yard line, if the interference occurs inside 20 yards.   If the interference occurs outside the 20 yard line, the ball is spotted at the location of the interference.  A yardage penalty will not be assessed for fan interference on a free kick.  
8. Dual possession of a kickoff belongs to the receiving team.
9.  Onside kicks:  If K commits a penalty on an initial onside kick attempt after the particular score, if the penalty is accepted, it is vaulted.  If, on the next attempted onside kick K commits another penalty, this penalty is automatically declined and the ball is awarded to R at the spot of recovery or the out of bounds spot. The vaulted penalty may then be enforced.  
10.  No kick may be fair caught; however,  the receiver must be provided the opportunity to catch the ball. 

RULE K  INTERPRETATIONS

KICKOFFS:
Kickoff goes OOB on a fly at team B’s 10 yard line. RULING: Snap from 20
Kickoff goes OOB on a fly in end zone. RULING: Snap from 20.
Kickoff hits ground or receiving team player and goes OOB at 1 yard line. RULING: Snap at 1 yard line.
Kickoff hits the ground at the 23 yard line and goes OOB at the 17 yard line. RULING: Snap from 17 yard line.
Receiver, deep in end zone, leaps to grab a kick on the fly, and the ball skims off his fingers and goes out of end zone.  RULING:  No Uno scored, snap from 5, as receiver in this case is considered to have had the opportunity to return the ball. No Uno is scored because the receiver did not possess the ball.
Kickoff hits ground untouched in end zone, and bounces out of end zone or out of bounds in the end zone. RULING:  No Uno scored, snap from 5, as receiver, even though he did not touch the ball, is considered to have had the opportunity to return the ball. No Uno is scored because the receiver did not possess the ball.
Kickoff goes towards the dasher boards near the 10 yard line. A fan reaches over the boards and interferes with the player attempting to secure possession of the ball.  RULING:  Dead ball, snap from 20 yard line.

INTERFERENCE WITH THE OPPORTUNITY TO MAKE A CATCH

Kicking team player catches a kick, thus preventing an opponent from making the catch. 
Receiver is about to catch a scrimmage kick, and is tackled before the ball arrives but catches the kick as he is falling.
A kicking team player is beyond the neutral zone, and is standing or running
between a kick in flight and the receiver; then the kicking team player is struck by the ball while the receiver is in a position to catch the ball; or the receiver, in attempting to catch the ball, bumps into the kicking team player.
On a scrimmage kick beyond the neutral zone, a kicking team player stands in or runs through an area close to a receiving team player who is in position to  catch the ball.

Each of the foregoing is interference with the opportunity to make a catch. These are ten yard penalties from the spot of the foul. If the foul occurs in the receiving team’s end zone, a touchback is awarded to the ten yard line and then the penalty is assessed.  If the actions by the kicking team player are flagrant, this player shall be disqualified. 
 
If the receiving team player muffs the ball that is then touched by a kicking team player  who was not interfering with the opportunity of the receiver when he was in position to make the catch, this is NOT interference, as protection against interference with the opportunity to catch a kick ends when any receiving team player muffs the ball.

If a kicking team player beyond the neutral zone first touches or catches any kick in flight  
which no receiver team player could have caught while it was in flight, this is illegal touching but not interference.

L. FORWARD AND BACKWARD PASSES

1. Passing rules in the AIFA are the same as NCAA rules except that the boards are not out of bounds and balls are alive off the boards in the air excluding the top of the wall. A player must be in firm possession of a ball in flight in order to make a legal catch. Players may be leaning on the boards when making a catch but cannot be standing or positioned on the boards in "anticipation" of the catch.  Inside the last minute of each half, if a player makes a reception while in contact with the boards, it will be ruled a catch and the receiver will be then be ruled out of bounds.
2. Only one forward pass, from behind the line of scrimmage, can be attempted by the offense on any given play.
3. Only the WR/RB/QB with proper numbering is eligible to catch a legal forward pass.
NOTE: During a scrimmage kick play, an offensive player legally positioned as an end or back does not have to be wearing an eligible number to catch a legal forward pass.  In this situation, the player does NOT have to report to the referee as an exception to the standard numbering. A scrimmage kick formation is a formation with at least one player seven yards or more behind the neutral zone and in the offensive box, no player in position to receive a hand-to-hand snap from between the snapper’s legs, and it is obvious that a kick may be attempted.  The maximum number of eligible Team A receivers at the snap can never be more than five (5) players.
4. Dual possession on a reception by the offensive and defensive players will be awarded to the offense.
5. If a player attempts to secure a loose ball near the dasher boards, and his momentum or an opponent's contact forces him over the boards, he may be awarded possession, if in the opinion of the covering official, and the ball was secured prior to landing, on the other side of the boards.  Possession can never take place after a loose ball touches anything beyond the dasher boards other than a player.  It is either a catch or not,  based upon the covering official’s judgment.    
6. No ineligible lineman may be downfield before a legal forward pass which crosses the neutral zone is thrown.
7. QB may throw the football away if he cannot find an eligible receiver, BUT HE MUST BE OUT OF THE OFFENSIVE BOX AND THE PASS MUST CROSS THE LINE OF SCRIMMAGE, otherwise intentional grounding will be called. While in the box, if the QB decides to throw the ball away, an eligible Team A receiver must be in the area of the pass, unless the pass is thrown immediately to the ground after receiving the snap.
8. If a fan in any location, or any team personnel or team player in the player’s box interferes with a play during the game, the result will be a 5 yard delay of game penalty charged against the home team (in the case of fan interference) or a 10 yard unsportsmanlike conduct penalty against the team whose personnel or player interfered, and the down will be replayed. Interference is defined as obstructing a play when a fan, non-player, or team personnel in the team box,  reaches beyond the plane of the dasher board within the field of play. (See Penalty Section.) Also see exception stated in Rule K7.
9. A legal receiver may not be blocked below the waist.
10. If the defense intercepts the ball  in the end zone or recovers a fumble in the end zone and the play declared dead as a touchback, the ball will be made ready for play at the ten-yard line on the hash opposite the QB's throwing arm.  
11. Eligible receivers touching the wall are still eligible.

RULE L INTERPRETATIONS

Rule L(3) A scrimmage kick formation is a formation with at least one player seven yards or more behind the neutral zone and in the offensive box, no player in position to receive a hand-to-hand snap from between the snapper’s legs, and it is obvious that a kick may be attempted.  “Obvious that a kick may be attempted” in interpreted as meaning only that a holder and placekicker must be in position to attempt a kick.  Although the rules permit drop kicks, a player who is going to attempt a drop kick would not demonstrate to the defense that  “a kick may be attempted.”   

Rule L(5):  This type of play is a judgment call. An official must note the distinction between “having possession of the ball” and “attempting to secure possession of a loose ball.”  If the player has possession of the ball, the player is down by contact if forced into the wall by an opposing player.  If the player is attempting to secure possession of a loose ball, and is forced into or over the wall by an opposing player, this player is not “down by contact” as he is not yet in possession of the ball. In this rare situation, if the player ends up possessing the ball on the other side of the dasher board, it will be ruled a catch, even if the player touches a structure or person outside of the dasher board.  If a loose ball touches  anything or person other than a player outside the boards, the play is over as we have a dead ball.  Note that by definition of fan interference as stated in Rule  L8, there can be no fan interference in this specific situation simply because fan interference can only occur when the non-player reaches beyond the dasher board within the field of play. Fan interference cannot occur outside the boards.     

M. SCRIMMAGE KICKS: FIELD GOALS AND PATs

1. Offense must line up with 5 down linemen on the line of scrimmage, a personal protector, a holder, and a place kicker. The offensive box in this formation is as wide as the outside shoulders of the two outside linemen.
2. The kicker, holder, and the personal protector shall be inside the offensive formation.
3. No defensive men other than the 4 down linemen may rush the kick.
4. The ball will be placed at the 2.5 yard line for PATs.
5. The kick may be faked.
6. Defense must line up with 4 down linemen; head up on the offense's lineman and are the only defenders that can rush the kick. The center must not be covered. Any linebacker  must have daylight between him and the rear most portion of the rear most defensive lineman. This linebacker may approach the line of scrimmage after the snap but cannot pass the line of scrimmage. If the kick is blocked, Team B players are free to pursue the ball or runner.
7.  NCAA rules apply to all PAT’s and field goal attempts with the following exceptions.  After any scrimmage kick has touched the ground, K may recover the kick.  If the recovery is beyond the line to gain, K will be awarded a first down.  If the recovery is in R's endzone,  this is a touchback and the ball will be placed on the ten yard line.   Missed field goals may be returned if caught or recovered, from anywhere on the field of play.  If R catches the scrimmage kick in the end zone, he may return the kick. If R touches the ball in the end zone and the ball subsequently goes out of bounds, the ball is placed at the 5 yard line.  If the ball touches the ground in the end zone, it is a touchback and the ball is placed on the ten yard line.    
8. Dual possession of a Scrimmage Kick belongs to the receiving team.
9. Any unsuccessful field goal attempt that is kicked out of bounds, untouched by R, shall be placed either at: a) The "out of bounds spot"  if beyond R’s ten yard line; or b) The receiver’s 10 yard line if the “out of bounds” spot is inside R’s ten yard line. Overhead structures are out of bounds for field goals and the ball will be placed on the ten yard line. 
10. The kicking team may recover a field goal attempt for a first down beyond the line to gain. The ball has to touch either the ground or a member of the receiving team first. If touched or caught in the air first by Team A, the ruling will be illegal touching by the kicking team. A new series shall be awarded to Team B whenever Team B, after a scrimmage kick, elects to take the ball at a spot of illegal touching. However, if there are offsetting fouls or if a penalty incurred by either team before the ball becomes dead is enforced, this privilege is canceled.
11. On all 4th downs, the umpire will automatically place the ball on the inside hash-mark closest to the previous dead-ball spot. NOTE: The offensive team may elect to have the ball placed at the outside hash-mark if they are to attempt a field goal and there is the potential for the kick to hit an overhead structure.

N. OVERTIME (NCAA RULES)

1. AIFA Overtime will follow the NCAA format.
2. There will be one and only one coin toss. The winner of the toss will choose between offense, defense or end of the field where they will play the first OT series. The loser of the toss shall have their option in subsequent OT series.
3. Each team has one timeout for each overtime period. (Unused Timeouts from regulation play DO NOT carry over into the Overtime Period.)
4. If the score is still tied after two series in overtime, a team scoring a touchdown must go for a 2 point PAT. This 2-point attempt may be from scrimmage or by drop-kick.
5. Other than specific AIFA rules which are applicable during the last minute of the 2nd and 4th periods, all other overtime rules shall be administered per NCAA rules.

O. REFEREE/COACHES CONFERENCE

Each Head Coach is permitted one conference with the referee in each half. This conference must be to discuss what the coach believes is a misinterpretation of a rule. The referee shall not grant the conference to discuss a judgment call by any official. The
referee will announce the conference prior to the discussion. If the ruling was misapplied, the challenging team will not be charged a time-out. If the ruling was correct, a time-out
will be charged to the team who requested the time-out. If all three time-outs have been used, the coach may not request a coach-referee conference.
**Only the Head Coach can request the conference, and the head coach may not enter the field to make the request if another coach is on the field.  The head coach must request the conference from the bench area, and the conference must take place outside the numbers. The head coach is the only coach permitted in the conference. 

P. PENALTIES

Penalty enforcement procedures are based on NCAA rules. Any penalty or game situation that is not covered in this rulebook will be handled in accordance with NCAA rules. The referee has the authority to rule on any situation not specifically defined in the AIFA rule book. This is referred to as a “command decision” and this will be based on what he feels is in the best interest of the AIFA. This may necessitate the referee conferencing with his crew.
 
FIVE-YARD PENALTIES – NO  LOSS OF DOWN

More than eight players breaking the offensive or defensive huddle at any time; Offensive encroachment; Defensive offside;  Standup D-Lineman; Illegal forward pass; False start; Illegal snap; Fourth Timeout (injury);  Delay of Game; Illegal formation by offense; Illegal Shift; Ineligible man downfield; Running into the kicker; Illegal Substitution; Fan Interference (Non-Kick / Charged against the Home Team).

FIVE YARD PENALTIES WHICH INCLUDE A LOSS OF DOWN

Illegal Forward Pass; Intentional grounding.

FIVE YARD PENALTIES WHICH INCLUDE AUTOMATIC FIRST DOWNS

Illegal Defenses of any type.

TEN- YARD PENALTIES

Offensive holding; Block below the waist; Block in the back; Entry of a player during a play; Clipping; Unsportsmanlike Conduct – note that if a player commits a second unsportsmanlike conduct foul, he is ejected from the contest;  Interference with opportunity to make a catch;  Helmet removal in field of play; Illegal Block by a motion receiver;
TEN- YARD PENALTIES WHICH INCLUDE AUTOMATIC FIRST DOWNS

Defensive holding;  facemask; Tripping;  roughing the kicker; Roughing the QB; Piling on; Unnecessary Roughness; Roughing the holder; Pass Interference (may be spot foul); Horse collar tackle; Personal fouls.

TEN-YARD PENALTIES (INCLUDE LOSS OF DOWN)

Illegally kicking the ball.

TEN-YARD PENALTIES (INCLUDE DISQUALIFICATION AND FINE)

l. Any flagrant foul.  Hitting, Striking, Punching an opponent; fine first offense $150.00; second offense $300.00; and five game suspension from AIFA games/practices.
2. Contacting an Official; $300.00-$500.00 fine at the discretion of the AIFA Executive Director and one calendar year suspension from the AIFA.
3. Hitting, Striking, Punching a fan; $300.00-$500.00 fine at the discretion of the AIFA Executive Director and one calendar year suspension from the AIFA.

Vaulted Penalties:
Any penalty that would otherwise relocate a kick-off from A's goal line shall be placed in the vault and administered at the succeeding spot. All vaulted penalties shall be administered in the order of occurrence.  If R returns a kickoff for a touchdown, any vaulted penalty against R shall be enforced on the try.  If R returns a kickoff for a touchdown, any vaulted penalty against K shall be enforced after the succeeding kickoff.   The referee will announce vaulted penalties when the down is over, and prior to the kickoff, as well as prior to the actual enforcement.

NOTE**** Clarification on Pass Interference: (NCAA Rules Apply)
PI Inside 10 yards of spot of snap = Spot Foul, Automatic First Down
PI Outside 10 yards of spot of snap = 10 yard penalty, Automatic First Down
From B's 12 yard line to 2 yard line = Spot Foul, Automatic First Down
From B's 2 yard line including end zone = Spot at 2 yard line (half the distance if snapped from inside 2)

Q. PLAYER UNIFORMS

1. All players are required to wear team-issued uniforms for all AIFA games. Uniforms include jerseys, pants, helmets, socks, and any other equipment issued by the team. Jerseys must meet the AIFA standards and have league insignia embroidered or patched on the right front lower breast collar of the jersey.
2. Numbers must accompany the front and back of all jerseys (10 or 12 inch on front, 12 or 14 inch on back.)
3. Last names must be on both home and away jerseys for AIFA contests. For newly rostered players, a one game grace period will be permitted.
4. Teams shall carry jersey numbers within these parameters: (K/QB/RB/DB/WR 1-49 or 80-89): (OL/DL: 50-79 or 90-99 no exceptions).
5. Game stockings must be pulled up to the bottom of the kneepad on pants-no skin shall be visible. STOCKINGS MUST BE ONE COLOR AND ALL ACTIVE PARTICIPANTS SHALL WEAR THE TEAM ISSUED STOCKINGS WITH A WHITE MID CALF ATHLETIC SOCK OVER THEM. Stocking must be the same for the entire team.
6. Team shoes must be in the same color.
7. Proper shoes for the surface are mandatory.
8. No jewelry of any nature shall be worn in an AIFA contest or workout.
9. Headwear under the helmet is optional but if worn, must be the approved by the league.
10. No personal messages of any kind may be displayed on any part of the AIFA player or uniform. All jerseys must be tucked in at all times.
11. The home team will wear the dark color jersey and the visitors will wear the white road jersey in all AIFA contests. If a home team wants to wear their white jersey for a home contest, the AIFA Executive Director must approve this by 12:00 noon the Wednesday before the weekend contest. The visiting team must also be notified at this time and approve of the change.
12. All teams shall be properly equipped - no casts, hard substances, metal or steel may be on any part of the uniform/shoes at any point of an AIFA contest.
13. NOCSAE approved helmet, shoulder pads, stockings, and team issued uniform is mandatory, along with hip pads, thigh pads, kneepads and belts.
14. All gloves are to be Gray in color and be NFHS/NCAA Approved. No exceptions.

R. OFFICIALS’ SIGNALS

The AIFA Officials’ Signals are the same signals used by the NFHS and the NCAA.  The illegal defense signal will be the right arm extended out to the side in a 90 degree manner, with the open palm facing forward.

S. FILM and TEAM STATISTICS

Teams will refer to the Operations Manual for team responsibilities regarding film and team statistics.
 
T. LEAGUE FINE SCHEDULE

SEE OPERATIONS MANUAL

U. AIFA FORMS FOR COACHES, PLAYERS AND OFFICIALS

1. Player’s Contract
2. Coach’s Contract
3. Official’s Contract
4. Official’s Physical Form
5. Training Camp Roster Form
6. Game Roster Form
7. Player Release Form
8. League Tryout Form
9. League Injury Report Form
10. Transactions Form - Movement of players
11. Debit Form
12. Medical Questionnaire

V. THE PLAYING SURFACE

1. All AIFA franchises must use League-approved indoor turf for all home games.
2. The home team must notify the National Director, Coordinator of Officials, and visiting teams of special surfaces, ex. Indoor field turf vs. Indoor astro-turf, to ensure both teams have the proper footwear for that particular contest.
3. Fields must bear the AIFA logo in designated areas. ($1000.00 fine per game for no logo.)
4. Fields must be painted only with League approval.

W. 2009 PLAYOFFS AND AIFA CHAMPIONSHIP BOWL III
(NFL TIEBREAKER RULES APPLY)

SEE OPERATIONS MANUAL

X. AIFA All-STARS

SEE OPERATIONS MANUAL


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