The Gainesville Haymarket Youth Football League (GHFYL) is a non-profit organization dedicated to providing a character building program for both boys and girls of the area through fundamental instructions associated with youth tackle football.
All participants are required to register and complete a waiver of liability form each year. All participants in recreational sports activities assume the risk of injury. GHYFL, its employees, volunteers and agents shall not be liable for injury to person, loss or damage to personal property arising from, or in any way resulting from, participation in the intramural sports activities.
Grizzly Adult Flag Football rules will follow standard USFFA and VFFA rules of the game with the following additions, exceptions, and clarifications. Those rules can be found here, http://www.vffa.com/?rules
1.1.1. The coach or manager shall be the team representative.
1.1.2. The coach or manager shall be responsible for the following:
18.104.22.168. Attending all league meetings,
22.214.171.124. Informing team members of the outcome of league meetings or protest review.
126.96.36.199. Knowing the league rules and being able to advise team members as to their interpretation.
188.8.131.52. Distributing league schedules and other league materials to team members.
184.108.40.206. Controlling language and conduct of his players and spectators.*
220.127.116.11. Liaison to the league office
18.104.22.168. Rosters, protests, and any other paperwork required by the league office or these rules and the timely submission of it.
2.1. Approved Officials
2.1.1. Officials shall be members of an approved local association. The Association’s Commissioner shall assign officials to games.
2.1.2. If officials fail to appear, managers may, by mutual agreement, appoint officials for the game. Games may be played with two officials if both captains agree.
2.2. Conduct towards officials
2.2.1. Any player, manager, coach, or team official hitting, pushing, or shoving an official will be barred from further participation, if he/she was the aggressor.
2.3. Game clock
2.3.1. Official time shall be kept on the field by the officiating crew.
3.1.1. A player must be at least 18 years of age by first game in order to participate in these leagues.
3.1.2. A player may participate on only one coed and one men’s flag football team within a league under the jurisdiction of Grizzly Adult Flag Football.
3.1.3. No player on a current college or professional team may participate in this league (entry of name on any school roster constitutes participation).
3.1.4. Teams in need of players for a game during the regular season or playoffs can borrow players from other league teams only with consent from the opposing team and league commissioner, and only if the player(s) is/are listed on an official team roster and have completed and signed the release form. The opposing team may approve or disallow the substitute players, at its discretion. If a team has at least six (6) rostered players, they must play with those six (6) and no substitutions will be permitted.
3.2.1. Any player, manager, coach, or team official suspended or barred from participation in these leagues by Grizzly Football is ineligible to participate on any team in any league under GHYFL jurisdiction until the suspension is lifted ("participation" includes coaching as well as playing). Anyone hitting or shoving an official will receive an automatic Life suspension from all recreation sports activities. A team playing an ineligible player shall automatically forfeit all games in which this player participated.
3.2.2. If a player, manager, or coach is ejected from a game, this person is automatically placed under a combined review board consisting of League Commissioners and Head of Officials Association. A recommendation from the Head of Officials will be submitted to League officers and then communicated to Team Coach or manager if player is involved. If team official is involved the named Assistant will be notified of outcome. A second offense by the same person will result in additional disciplinary action, as directed by the League Commissioner. This rule is not subject to protest or review.
3.2.3. Players and coaches must conduct themselves in a sportsmanlike manner at all times. Physical violence, abusive language or unsportsmanlike action will not be tolerated. Disciplinary action will be taken against individuals and/or teams who do not strictly adhere to the league rules. Individuals and/or teams may be suspended from the league, with no portion of the franchise fee returned.
3.2.4. Any spectator, player, coach, or other team member hitting, shoving, intimidating, or otherwise physically or verbally abusing a Field Supervisor, Game Official, or another player, shall be immediately barred from further participation in league activities until formally reinstated by the league Commissioner, and will be immediately removed from the field and spectator area. This includes discussions, conversations, and comments before, during, or after any games while in the immediate vicinity of the facility. If an issue arises during a game, the captain is the only person allowed to discuss it with the official and only during intermission. Any complaints against a game official shall be made in writing to the league Commissioner within one week of the alleged incident, and should include the alleged incident in detail as well as any witnesses
4. TEAM ROSTERS
4.1. Official Team Rosters
4.1.1. All team players must register online to be added to team rosters. Players not registered with the league cannot play.
4.1.2. Rosters will be sent to team managers for verification prior to the first game and prior to player registration closing.
4.1.3. No players may be added to teams after registration closes (after the 3rd game).
4.1.4. Liability/Injury Waiver and Release Form: No individual will be allowed to participate in any league game without completing and signing the hold harmless form on the team roster. Liability/Injury Waiver is completed at time of registration.
4.1.5. League rosters are limited to eighteen (18) players. All changes (i.e., additions, deletions, etc.) must be made in writing, filed with the League Commissioner and done prior to registration closing.
5. UNIFORMS AND EQUIPMENT
5.1.1. Each team is required to wear the same color jerseys/shirts with numbers imprinted on the front or back. Shirts must remain tucked in throughout the course of the game.
5.1.2. In the event that both teams have the same color shirts, the home team keeps the color. The away team is responsible for making alternate arrangements.
5.2.1. Pants with pockets are prohibited. If pants have pockets, players may turn the pants inside out or tape pockets closed and be accepted by officials at game time. A team representative must make notice to officials of anyone with taped pockets prior to game time.
5.3.1. Metal cleats are prohibited. Rubber or soft vinyl cleats molded to the shoe are permitted.
5.4.1. Teams must furnish their own flags. The flags should be 3-inches wide and USFFA approved e.g., Sonic Socket release flags. No Velcro flags are permitted.
5.4.2. Flags cannot be the same, or similar, color of a players pants/shorts.
5.5. Game Balls
5.5.1. All teams will play with the official NFL size ball
5.5.2. Teams will provide their own game balls for their games.
5.6. Kicking Tees and Blocks
5.6.1. Kicking tees will be provided by individual teams. No size restrictions.
5.6.2. Teams may use a kicking block for field goals and extra points
5.7. Illegal Equipment
5.7.1. Headwear containing any hard, unyielding, stiff material, including billed hats, or items containing exposed knots.
5.7.3. Pads or braces worn above the waist.
5.7.4. Shoes with metal, ceramic, screw-in, or detachable cleats. EXCEPTION: Screw-in cleats are allowed if the screw in part of the removable cleat is plastic.
5.7.5. Shirts or jerseys that do not remain tucked in. Any hood on a coat, sweatshirt, or shirt that does not remain tucked in.
5.7.6. Pants or shorts with any belt(s), belt loop(s), pockets(s), or exposed drawstring(s).
5.7.7. Leg and knee braces made of hard, unyielding material, unless covered on both sides and all edges overlapped.
5.7.8. Any slippery or sticky foreign substance on any equipment or exposed part of the body.
5.7.9. Exposed metal on clothes or person.
5.7.10.The wearing of any external hard, resistant, protective material is prohibited.
6. PLAYING RULES
6.1. Number of Players
6.1.1. Eight (8) players shall constitute a legal team.
6.1.2. Games may be played with a minimum of six (6) players.
6.1.3. There will be a 10 minute grace period (comes off playing time) from regularly scheduled starting time in order to allow teams time to assemble the required number of minimum players, six (6). If at game time, a team does not have the full number of players, eight (8), then that team loses the option of offense/defense for both halves.
EXAMPLE: Team A does not have the required number of players at game time, the grace period is invoked. Eight (8) minutes after the original scheduled game time Team A now has the required number of minimum players. Team B has their choice of kickoff/receive or takes direction for each half.
6.1.4. If six (6) players are present, these six must start.
6.2. Game Length
6.2.1. All games will be played in two 25 minute halves. The clock will run at all times, except:
22.214.171.124. Four team time outs (two per half of one minute duration, which are not accumulative).
126.96.36.199. For official time outs and injuries.
6.2.2. In the last two minutes of each half, regulation timing will be in effect.
6.2.3. Time between halves will be three minutes.
6.2.4. On a third delay of game penalty and all successive delay of game penalties, during the course of any one game will result in the 5-yard penalty plus a loss of down.
6.2.5. A coin toss will determine opening possession. The team winning the coin toss may choose one of the following options: kick/receive, or direction. The opposing captain will then select direction or possession. Possession and direction will automatically switch for the second half unless a team started the game without a full team.
6.3. Coin Toss
6.3.1. At the coin toss, the winner selects to either kick or receive.
6.3.2. The loser selects field half to defend.
6.3.3. For the second half, options are switched.
6.4.1. Touchdown - 6 points
6.4.2. Safety - 2 points
6.4.3. Extra point - 1 point (from 3 yard line – pass, run, or kick.)
6.4.4. Extra point - 2 points (from 10-yard line – pass or run)
6.4.5. Field Goal – 3 points
6.4.6. games will continue with overtime sessions until a team wins. If multiple overtimes are required in a playoff game, the order of possession will switch for each successive overtime period. In the event of a tie after two successions each time will have to go for a 2-point try.
6.5.1. Snapped ball that touches the ground is dead at the spot.
6.5.2. Once the ball is snapped, offensive players can move downfield and defensive players can move up field. All offensive players, including linemen and the center, are eligible receivers.
6.5.3. If the QB’s arm or body is contacted by a defender while his arm is in forward motion, it’s roughing the passer. If the defender got “all ball” it is not.
6.5.4. There is no blocking and no screening downfield; however, defenders do have a 5 yard “bump” zone off the line of scrimmage against receivers. Bumps must be initiated with the hands and be above the waist.
6.5.5. Once the ball is snapped, an offensive player with the ball can hand-off, pitch, run or attempt a forward pass (if behind the line of scrimmage).
6.5.6. Once a forward pass crosses the line of scrimmage, the ball cannot be forward passed back behind the line of scrimmage (though it can be pitched backward anywhere on the field).
6.5.7. Players must come down with both feet in bounds for a completed catch.
6.5.8. Offensive players moving downfield in front of the ball carrier (behind or lateral to is okay) will be called for blocking/screening if they get in the way of a defender pursuing the ball carrier.
6.5.9. Ball carriers can pitch (laterally or behind) to other players, but should make sure they do not continue downfield in front of the new ball carrier.
6.5.10.A ball carrier whose hand or arm blocks a defender from reaching his flag (purposefully or inadvertently) will be called for flag guarding.
6.5.11.A defender going up to defend (intercept of knock down) a pass, who also makes contact with the receiver, must be facing and reaching for the ball – otherwise it’s pass interference. Same applies to offensive players trying to prevent an interception.
6.5.12.Offensive “charging” results when an offensive ball carrier runs through/over a defender who had established position to attempt a flag pull. Defensive “impeding the ball carrier” occurs when a defender, without prior positioning established, moves in front of and collides with the ball carrier. These are judgment calls by the officials, but you can use the NBA penalties (charging/blocking) as a point of reference.
6.5.13.A defensive player may make incidental contact with a ball carrier in attempting to pull a flag, but a defensive player who physically restrains or impedes the ball carrier before pulling the flag will be called for holding or impeding.
6.5.14.On 4th down, a team can elect to “go”, kick a field goal, or punt. An unsuccessful “go” (failure to move the ball into the next zone) gives possession to the defending team at the spot of the dead ball.
6.5.15.For punts, 4 defensive players, and 7 offensive players must be on the line (punter is behind the line). No players from the punting team may cross the line until the ball is kicked – defenders cannot rush to block the kick. Punts can only be recovered by the receiving team (*exception* is a muffed ball that has not first hit the ground and touches a receiving player which the punting team catches before it hits the ground). Out of bounds punts are spotted where they went out of bounds, punts into the end zone are spotted at the 20. The return team cannot block for ball carriers. Dropped or touched punts are dead at the spot where they hit the ground.
6.5.16.For field goal attempts, 5 offensive players must be on the line. The holder and the kicker are behind the line. The 8th offensive player should go behind the goal posts to retrieve the ball. Defenders cannot cross the line and rush field goal attempts, but they can jump at/behind the line to try and block. If the holder starts with a knee on the ground, he cannot come off his knee to catch a snap then put the knee back down (dead ball). He can come up to catch the snap and then put a knee down if he started without his knee down. The kicker has 5 seconds to kick the ball after the snap.
6.6.1. If the receiving team has fewer points than the kicking team, the receiving team can choose to start at their own 20 yard line in lieu of a kickoff.
6.6.2. Kicking team has 60 seconds to kick off the ball following a score.
6.6.3. Kicking team must have 8 players on or behind the kickoff line.
6.6.4. Receiving team must have 4 players on the line 20 yards from the kickoff point. The remaining 4 receiving team players can be anywhere behind the other 4.
6.6.5. No kicking team players may cross the kickoff line before the ball is kicked
6.6.6. No receiving team players can move block or move screen kicking team players downfield. They may move and establish a position once the ball is kicked.
6.6.7. If an untouched ball goes out of bounds before traveling 20 yards, ball is spotted for the receiving team at the place where it goes out of bounds.
6.6.8. If an untouched kickoff ball goes out of bounds after traveling 20 yards, but before the end zone, the ball is spotted for the receiving team at its 40.
6.6.9. If an untouched kickoff ball goes out of bounds in the end zone, the receiving team takes possession at its 20.
6.6.10. The first team to touch the ball in bounds after it travels at least 20 yards (whether or not it touched the ground first) takes possession at the spot of touching. If the ball is caught by the receiving team, the player catching the ball can advance the ball forward until a flag is pulled. If the ball bounces off a receiving player (muff), the kicking team can take possession if they catch the ball before it hits the ground – otherwise a muffed ball by the receiving team is dead where it hits the ground.
6.6.11. A player calling for a fair catch of an airborne ball must remain stationary (otherwise fair catch interference rule is not in effect) and must be given a yard of space to attempt to catch the kick.
6.6.12. Players cannot fair catch a ball that has already hit the ground.
6.6.13. There is no blocking downfield. Players on the receiving team who advance up field in front of the ball carrier, or move laterally to screen players on the kickoff team pursuing the ball carrier will be called for downfield blocking. Players on the receiving team advancing up field next to or behind the ball carrier (for a possible pitch) will not be called for downfield blocking or interference.
6.6.14. On scrimmage kicks (punts), the team kicking must announce their intention to kick. (i.e. – quick kicks are not allowed).
6.6.15. Neither team may leave the scrimmage line until the ball has been kicked. Both offensive and defensive teams must have four (4) players on the line.
6.6.16. When the ball is punted, the ball is dead when either touched by the kicking team or when dropped by the receiving team. If the receiving team does not catch the ball and it drops on the ground, the receiving team can pick it up and it is still considered a live ball. A fair catch may be called. The person receiving the punt may run forward or lateral the ball off.
6.7.1. All blocking must be done with both feet on the ground and contact made above the waist. Exception: A blocker that loses personal body control due to an opponent’s aggressiveness after contact shall not be penalized.
6.7.2. Upper-body blocking is restricted to behind the line of scrimmage. Blockers must initiate blocks either in the chest or shoulder of the defender, not in the back. If the defender spins after initial contact, the lineman may continue contact on the back of the defender. If a block breaks, it cannot be reengaged in the back.
6.7.3. Two on one blocking is permitted.
6.7.4. Under no condition is a rolling block permitted.
6.7.5. No check blocks on receivers beyond 5 yards from the LoS. Unlimited check blocks are allowed up to 5-yards.
6.7.6. Offensive lineman may use extended arm (Pro Block) provided palms are facing opponent and blocker is either stationary or moving backward. Contact must be made between the waist and shoulders.
6.7.7. Blocking or pushing a ball carrier that is running near a sideline for the purpose of knocking him out-of-bounds and stopping his progress is a foul (15-yard penalty).
6.7.8. There is no knee blocking or tripping allowed by the offense or defense.
6.7.9. No one is allowed to hit the center within a 1-yard radius of the center unless the center initiates the block.
6.7.10.There is no restriction on the number of people who are eligible to rush.
6.8.1. It is the offensive player’s responsibility to make sure flags are legally in place. Flags must be at the player’s side prior to the start of every snap.
6.8.2. If an offensive player loses his/her flag in a play, the play (for that player only) becomes dead where player gains possession of ball.
6.8.3. Intentionally de-flagging a player without the ball, or intentionally throwing the flags away from a player will result in an unsportsmanlike conduct penalty. Defenders must hand the flag back to the offensive team.
6.9. Ball is dead when:
6.9.1. Whistle blows.
6.9.2. Ball goes out of bounds.
6.9.3. Any part of ball carrier’s body, other than his hands or feet, touch the ground.
6.9.4. Ball touches ground as a result of a muff or fumble (ball belongs to team which had possession before the muff or fumble).
6.9.5. An incomplete backward pass or snap from scrimmage hits the ground; ball is dead at the spot it hits the ground.
6.9.6. When a ball carrier is downed the ball is spotted where the flag was pulled (not the spot of the ball), or where he went out of bounds, or where he touched the ground.
6.10.1. All players are eligible to receive a legal forward pass; the passer cannot pass to himself. A passer will be considered behind the line of scrimmage as long as any part of their body is behind the line.
6.10.2. A forward pass may be thrown from any point behind the line of scrimmage on a given play.
6.10.3. Unlimited number of forward passes are allowed as long as the passer is behind the line of scrimmage. Once the ball passes the line of scrimmage, the player may not retreat behind the line of scrimmage to throw an additional pass.
6.10.4. Forward passes, lateral passes or air fumbles recovered by the defense may be advanced only when the ball has not touched the ground.
6.11. Running plays:
6.11.1.A player may run with the ball from behind the line of scrimmage.
6.11.2. The ball carrier may not: stiff arm to ward off an opponent, knock the hands of the defense away, flag guard, deliberately charge a defensive player, dive, or be helped, pushed, or pulled by his teammates in order to avoid getting the flag pulled.
6.12. First Downs:
6.12.1.A first down will be awarded at each next line to gain.
6.12.2.If a team is penalized distance behind a first down line, the team must obtain the second line to be awarded a new set of downs.
6.12.3.Lines-to-gain will be indicated by a pylon or cone at each 20-yard line.
6.13. Scrimmage line:
6.13.1.There shall be a minimum of four (4) players on the offensive line.
6.13.2.No players shall interlock legs.
6.13.3.All offensive players must be within 15 yards of the ball when it is declared ready for play.
Penalties will be administered in accordance with USSFA, VFFA and local rules:
188.8.131.52. Failing to announce punt
184.108.40.206. Crossing scrimmage line before ball is punted
220.127.116.11. Delay of Game
18.104.22.168. Getting ahead of a ball before it is kicked (off-sides)
22.214.171.124. Rushing the kicker
126.96.36.199. Violation of a free catch
188.8.131.52. Helping the runner
184.108.40.206. Illegal procedure
220.127.116.11. Tripping by defense
18.104.22.168. Offensive holding
22.214.171.124. Pass interference by offensive team (plus loss of down)
126.96.36.199. Defensive Holding
188.8.131.52. Illegal Rush
184.108.40.206. Flag guarding (15-yards from the spot plus loss of down)
220.127.116.11. Tackling and roughing (ejection from game could result), touchdown will be awarded if in the judgment of the official this action prevented a touchdown.
18.104.22.168. Defensive or offensive player leaving feet to make block
22.214.171.124. Illegal Blocks
126.96.36.199. Unsportsmanlike conduct; if conduct is flagrant, offender shall be disqualified.
188.8.131.52. Note: A team using any foul language will be given one warning. Any foul language after the warning will receive an automatic unsportsmanlike conduct penalty. The language does not need to be addressed at anyone. If the language is auditory, the penalty will be assessed.
184.108.40.206. Striking, Tripping, Clipping, Kneeing, Elbowing, etc.
220.127.116.11. Too many time outs used (plus a 10-second time run-off if during the last 2 minutes of any half, plus loss of down)
18.104.22.168. Downfield blocking (15-yards from the spot, plus loss of down).
22.214.171.124. Defensive Pass Interference (spot will be 1-yard line if penalty occurs in the end zone)
6.15. Team Formations
6.15.1.Before the ball is snapped, there must be at least 4 offensive players on the line of scrimmage, Lineman a step or two behind the center are considered to be on the line of scrimmage.
6.15.2.Other offensive players can set anywhere behind the line of scrimmage.
6.15.3.An offensive player in motion (only one) must remain in motion, and cannot face and move downfield until the ball is snapped.
6.15.4.Defensive players can line up anywhere behind the neutral zone (1 yard forward on the line of scrimmage – will be marked by the officials) before the ball is snapped (they do not have to have 4 on the line). The only exception is that defensive players cannot line up directly over the center. They must be one yard to the right or left – minimum.
6.15.5.Aside from a player in motion, all offensive players must be set before the ball snap. If an offensive player moves before the snap it’s a false start (unless a defender moved into the neutral zone first – in which case its offsides on the defense).
7.1.1. Overtime rules are in effect for regular season and playoff games.
7.1.2. Overtime begins with a coin toss. Winner chooses offense or defense first. This establishes the possession order throughout overtime, teams alternate every overtime possession.
7.1.3. The ball is spotted at the 20, and the team on offensive has 4 plays to either score a touchdown or kick a field goal (on any down).
7.1.4. An interception ends the offensive series for that team.
7.1.5. Extra points are done the same as in regulation.
7.1.6. Once the first team has completed its possession, the other team goes on offense from the 20.
7.1.7. After both teams have completed offensive possessions, the team with the higher score wins. If the teams are still tied, overtime continues.
8.1. Single Game
8.1.1. If the required number of players (six) has not been met by game time by one of the teams (and the grace period has expired), the team having the required number shall win by forfeit and the score shall be 7-0. If both teams fail to have the required number of players, the game will be declared a double forfeit and will not be made-up.
8.2. Multiple Games
8.2.1. A team forfeiting two league games because of failure to have the required number may be dropped from further participation until their case is reviewed. All games will stand and no part of the registration fee will be returned.
8.3. Use of ineligible player
8.3.1. Using an ineligible player shall result in forfeiture of all games in which that player participated.
9.1. Game Protests
9.1.1. Decisions involving an official’s judgment are not subject to protest.
9.1.2. If an official’s application of a rule is believed to have been misapplied or misinterpreted, that team may request a time out to review that ruling, provided the request is made prior to the ball becoming live for the next play.
126.96.36.199. If the conference results in the referee altering his ruling, the opposing coach will be notified, the revision made, and the time out shall be charged to the official.
188.8.131.52. If the referee’s ruling prevails, the team requesting the conference will be charged with a time out.
184.108.40.206. A coach referee conference after all permissible time outs for the coach’s team have been used, and no change in the ruling results, is delay of game and shall be penalized 5-yards.
9.1.3. A coach may protest a game based on player participation to the League Commissioner.
10. ADMINISTRATIVE REGULATIONS AND INFORMATION
10.1. Rule Interpretations
10.1.1. Any questions or situations not covered by these league rules, or official interpretations thereof, shall be referred to the League Commissioner(s) for a final ruling. The Commissioner’s ruling shall not be subject to protest or review.
10.2. Postponed Games
10.2.1.No games may be postponed without prior approval of the League Commissioner(s).
10.2.2. All games postponed due to inclement weather will be rescheduled through the League Office.
10.2.3. Games postponed in progress will be resumed from the point they left off. It will be the Coaches’ responsibility for both teams to note where the game was left off as well as the officials.
10.2.4. In the event that a game can’t be rescheduled (i.e. – last week of season), the following rules will govern the results:
10.2.4.1. In the event that the game has not yet reached half time, the game will be recorded as a tie.
10.2.4.2. In the event that the game is postponed during the second half, the team in the lead will be granted a win, while the team behind will be granted a tie.
10.3.1. Any player, team, or coach found guilty of gross misconduct will be suspended from further league play.
10.3.2. Any player or coach found guilty of defacing or destroying GHYFL property shall be held responsible for damage and shall be suspended from play until restitution is made.
10.4. Alcoholic Beverages
10.4.1. No person or persons shall drink alcoholic beverages of any kind while participating either as a team member or spectator at programs administered by GHYFL.
10.4.1.1. First Offense: player shall be suspended from the team’s next two games and the team shall forfeit the game
10.4.1.2. Second Offense: player shall be suspended from GHYFL for one year. Suspension shall carry over to include league and/or post-season tournament play.
10.5. Tiebreakers for Playoff Seeding:
10.5.1. To determine playoff seeding, ties will first be broken using head to head results. If there is more than a 2-way tie, and head to head creates additional ties, or if tied teams did not play each other, then ties will be broken based on the following “power point” system:
10.5.1.1. Wins by the Team -12 points
10.5.1.2. Ties by the Team - 6 points
10.5.1.3. Games tied by a defeated opponent - ½ point
10.5.1.4. Games won by a tied opponent - ½ point
10.5.1.5. Games won by a defeated opponent - 1 point
10.5.2. If a tie still remains, a coin flip will determine playoff seeding.
11. Code of Conduct
11.1.1.All players are expected to abide by the following code of conduct to stay in good standing:
220.127.116.11. Respect the game, play fairly, and follow all rules and regulations.
18.104.22.168. Show respect for authority to the game officials and league employees.
22.214.171.124. Demonstrate good sportsmanship before, during, and after games.
126.96.36.199. Be courteous to opposing teams and treat all players with respect.
188.8.131.52. Be modest when successful and gracious in defeat.
184.108.40.206. Respect the privilege of the use of public facilities.
220.127.116.11. Refrain from the use of drugs, tobacco, alcohol, and abusive language.
Teams are responsible for the conduct of their players and spectators.