League OPERATIONS
Ufl - lf rulebook: s1 edition
Mit (thanks afl .gg/afl)
February 23rd 2025
GAMESETUP
Before every game, it's crucial to properly set up an official UFL server to guarantee fair play and a seamless experience. The server is typically created by the Athletic Director, Team President, or Referee, who will adjust the necessary settings to ensure everything runs smoothly.
Before Game
- Make VIP private – do not leak the link
- Require all players to be verified via Bloxlink
- Players must be signed at least 30 minutes before game time
- Make sure you do the command /league to be transported to a larger server
- /playersneeded 16
- /divefling no
- Set fumbling chances to 1
- Do not force halftime skip unless both teams agree
- Ensure Game is to 4 quarters
- Disable in-game music unless both athletic directors or team presidents agree
STATISTICS
This is the most important step. To ensure that stats are shared with high ranks, referees, or head coaches, you must obtain a high-quality image of every statistic option, including Passer and Kicker. If you do not provide a high-quality image of your statistics, they will not be added to our statistic sheet, and your stats will be voided—no exceptions.
Do not beg or attempt to convince any stat member to use low-quality stats. Additionally, do not attempt to photoshop or alter your stats in any way.
Team Arrival
Games should start at the scheduled time; however, in the event of a delay, there are limits to how long it can be extended. If Team A has fewer than seven players 10 minutes past the scheduled start time, Team B has the option to either take the forfeit win or allow additional time for Team A to gather players. If both Team A and Team B have fewer than seven players after the 10-minute mark, the game will result in a two-way forfeit, though both teams may agree to reschedule within the current week’s scheduling deadline. Additionally, both Franchise Owner or General Manager must be granted admin permissions upon joining the server. To do this, the server owner must use the command:/tempadmin [username]
(without brackets).
START OF THE GAME
Once both the Franchise Owner and General Manager are ready, the server owner will start the game from the intro. Games should not begin more than 10 minutes after the scheduled time. Regardless of whether both head coaches are ready, the game must start by then. Any evidence of using another voice channel may result in a game redoor a forfeit (FFL).
After the 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 their positions on offense or defense. No extra time will be given, and the ball must be hiked before the 100 seconds expire.
First pLAY
After the kickoff concludes, the referee, Franchise Owner or either General Manager will extend the play clock using the command /pclock 100. This will give both teams time to sort out their 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 Drive
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 reorganize their lineup. The athletic director, team president, or referee will then execute the command /pclock 50.
If the defense calls "subs," the offense must wait until there are 10 seconds left on the play clock before hiking the ball—unless the opposition explicitly states they are ready, allowing the offense to proceed sooner.
Challenges
By default, the game call or ruling stands. The only way to overturn a call is if a challenge is issued. A challenge can only be called under applicable circumstances.
When Applicable
- Attempting to overturn whether a player's feet were inbounds during a catch
- Challenging an unfair Quarterback sack due to lag advantage
- Challenging an offensive play with too many blockers
Challenges can only be called under 2 minutes in either the 2nd or 4th quarter. Failing to overturn the play will cost your team a timeout.
If you believe a challenge is warranted, you must use /pclock 350
and /hints Challenge
, then create a ticket under the Disciplinary dropdown menu in the LF/UFL Support Server before the ball is snapped.
TIMEOUTS/PCLOCKS
Each team has common in-game timeouts during the game and three 90-second timeouts for the entire game. Once all three are used, no additional timeouts can be requested or used under any circumstances unless granted by Mit.
Penalties
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.
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, New play & 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 an 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.
HEAD RIDING
Spot foul / loss of down
This occurs when a receiver or defensive back rides atop another player's 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.
OL ROLLOUT
10 YDs & redo down
To be considered an Offensive Lineman, you must be 2-3 yards behind the blue LOS on the dash marks to the left and right of the QB spot. If an offensive lineman rolls out, it is not allowed and will result in a 10-yard penalty, with the play being redone on the same down.
TE FORMATION
5 YDs & redo down
As the Tight End Position you are allowed to chip the Defensive Player 5 yards back and must then resume as a wide receiver. If caught chipping/blocking past than 5 yards the play will be redone and a 5 yard penalty will commence.
MULTIPLE MEN BLOCKING
5 YDs & loss of down
This occurs when 2 or more players block beyond 10 yards behind the line of scrimmage. Applies to every scenario.
MILKING
Teams are only allowed to waste time (or milk the clock) during certain periods of the game. While the clock is running, the offense must hike the ball before the play clock reaches 10 seconds. If they fail to do so, time will be added back to the game clock. This rule does not apply if there is less than one 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 and resume after the next snap. If a player is tackled behind the line of scrimmage in the 2nd or 4th quarter, the clock will stop. However, this rule does not apply 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 that received the wins the coin toss at the start of the game in overtime will choose whether to take possession first or defer to the other team. Both teams will have an opportunity to score. Once a team scores, the opposing team must match the score. If they fail to do so, the game is over. This process will repeat until a winner is determined.
Each possession starts at the opponent’s 35-yard line.
If Team A scores, and on the following drive Team B turns the ball over, the game is over.
If Team A scores a field goal and Team B scores a touchdown, the game is over.
If Team A scores and converts a 1-point attempt, but Team B scores and converts a 2-point attempt, the game is over.
If Team A scores and successfully completes a 1- or 2-point conversion, but Team B scores and 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.
GLITCHES/EXPLOITING/CHEATING
If, at any point in the game, a player uses glitches to benefit their team or use it purposely 2 or more times that have been verified by the game developers as a glitch, they will be removed from the match and prohibited from playing in that game. If a player is found exploiting or cheating, they will face more severe consequences than a glitch offender, with the possibility of a ban or suspension based on Mit’s ruling.
SERVER RULES:
Anything that breaks discord TOS will result in a ban/permanent suspension however, Depending on Mit’s decisions or the justice committees output. Commissioner leniency is a thing but shall only be used if necessary.