I. League Setup


A. Structure


The RSFL will consist of a preseason, regular season, and postseason, similar to most professional sports leagues. Conferences may or may not be established each season. As of Season 4, conferences are unused.





B. Regular Season Format


In Season 7, teams will play each other team three (3) times, making a total of twelve (12) games for five (5) teams. The number of games in a season primarily depends on the number of teams in the league and whether conferences are used. Teams will play conference rivals more than non-conference opponents.





C. Postseason Format


RSFL Season 7 will feature four (4) postseason teams. The first and fourth seeded teams will play a semi-final series in the first round, with the second and third seed teams playing a semi-final series as well. All aforementioned series are best-of-three series. The winners of the semi-finals advance to the Godzilla Bowl finals, which is a best-of-five series.



Seeds are determined by regular season standings. The team with the most points at the end of the season is the first seed, the next most has the second seed, and so forth.



In the event of a tie between teams with the same number of points, the following Tie-Breakers will be used:

  1. The team with the most wins is the highest seed.

  2. The team with the most League/Standings Points against the other tying teams (head-to-head) gets the highest seed.

  3. The team with the best Point Differential (Points For less Points Against) against the other tying teams (head-to-head) gets the highest seed.

  4. The team with the best Point Differential overall (against all teams) gets the highest seed.

  5. The team with the least Points Against gets the higher seed.

  6. The superior team in a field-goal Kickoff gets the higher seed. This event consists of teams kicking a field-goal from PAT distance and moving back five or ten yards until all but one team has been eliminated. In the extremely rare event that this tie-breaker is used, the League Coordinator or Board of Directors will announce the details of the tie-breaker.




    For example, if three teams were in this tie-breaker: Team A, Team B, and Team C:

    If A makes their kick while B and C miss in the first round, then A gets the highest seed. Then B and C play for the next highest seed. If B makes their kick and C misses, then B gets the next highest seed and the C gets the lowest. The yardage is increased after every round unless every team misses. After the line of scrimmage is on the opposing 35, then it will not be moved back anymore.







II. Schedule


A. Overview


Games will be scheduled at least ninety-six (96) hours (four days) prior to gametime by the League Scheduler. In the event of a delay in scheduling, teams will be given extra leeway to move or postpone their game. Some games may also be scheduled with less advance notice if the captains from both teams agree on a certain time and referees are available.



The schedule takes into consideration the availability of the teams and of the league referees. Games will be played Sunday-Thursday between 8 PM - 11 PM Server Time. The official Server Time is Eastern Time, which is affected by United States Daylight Savings Time. Other days and times are possible with much advance notice.





B. Postponements


Each RSFL team has three (3) postponements in the regular season and two (2) postponements in the postseason to use at their disposal. Unused regular season postponements do not carry over to the postseason.



RSFL Captains who wish to use a postponements must follow the appropriate directions posted in the RSFL Captains forum at least 72 hours (three days) before the game is scheduled to start. A postponements results in the scheduled game being rescheduled for a later date. Regular season postponements will be made up when it is convenient, possibly as early as the next week. Playoff postponements will generally push the series back to the next available day, pending negotiation between Team Captains and League Coordinators.



Teams are not required to play two times in one day if they do not wish to, and in the event of a scheduling error, they may get a free postponement so that they will only play once in a day.





C. No Shows


Teams are required to show up to all games. Teams are given ten (10) minutes to get players in, so that most games are started by 10 minutes after the scheduled time. In the event a team cannot field enough players to play, a little more leeway may be given before a forfeit is called.



Teams may be removed from the league if they habitually no-show or otherwise forfeit due to lack of players more than once during the season, including the preseason. The League Coordinators and Board of Directors will review team cases before dropping them from the league.





D. Availability


All RSFL captains must keep their team's availability updated at all times. Teams must have at least ten (10) hours under official game times (see II. Schedule). Captains must follow the appropriate instructions posted on the RSFL Captains forum to update their availabilities. Availability changes will take effect for future schedules only.





III. Roster



A. Allowances, Additions, Drops, Captains


Teams are allowed up to seventeen (17) players on their roster. The roster size may be different in different seasons and may change in the middle of the season as circumstances require. Up to three players may be Captains (C) or Assistant Captains (A). One captain will be given the responsibility of adding/removing C status. All Captains may add/remove A status.




Any player that leaves a team during the course of the regular season may not rejoin that team that season.




A player is allowed to occupy one league spot on one team, no matter how many different accounts that player has. Players who occupy more than one league spot are committing a violation of double squadding. Any players committing this violation will be banned from the entire zone for no less than one year. Additionally, two players cannot share a computer (except under specific permission from the League Coordinator), and players may not use other player's usernames ever, including outside of league play, or they will also be subject to harsh penalties.




In a typical 12 game season, after 10 games, the roster lock will go into effect, which is the last time a player can leave or join a team. Both roster locks will be announced by League Officials prior to them going into effect and players/teams will receive adequate time to finalize decisions.




If you add a player to your team's roster within 16 hours of a scheduled game, the player will be ineligible for that entire game and unable to play.




Captains will follow the appropriate directions posted on the RSFL Captains Forum to add and remove people from their teams. Only Full Captains (C) may add and remove people from the team.





B. Suspensions



Players that leave or are dropped from an RSFL team are subject to a suspension upon joining a new team, to protect league and team stability. The suspension total is guided by percentages of the total length of the season, rounded down.


Conditions of team-jump suspensions:

  • Players leave a team, that player will receive a 30% suspension. This is currently three (3) games.

  • If the player voluntarily left, and their old team drops from the league in their next two games, the player may be subject to a 50% (6 game) suspension instead.

  • An active player that was on a team that was disbanded will only be suspended 10% (1 game.)




Players may also be given Misconduct Suspensions for any of the following reasons: extreme unsportsmanlike conduct, exploitation of bugs on the Server or Continuum, severe delay of game (as judged by Referees and League Coordinators), multiple major fouls committed by the team.



Suspensions may be reviewed by the League Coordinators and Board of Directors and lowered in certain situations.



Suspensions are served according to how many games a player's newest team has played since the suspension was placed (when they left the old team.) A player who leaves after the scheduled start time for a game may not earn credit for that game.



Players leaving a team as a significantly large group negatively impacting the team may be treated more harshly, regardless of whether the team they left disbands or not. These large groups will be handled on a case by case basis under the jurisdiction of the Board of Directors, and final rulings will be handed down by the Board and League Coordinator(s).








IV. Game Procedures + Violations


A. Pre-Game Procedure




1. League Arena


A referee will start the game in an appropriate league arena, either a generic arena or a legal team arena owned by the home team.





2. Game Hosts and Assistants

The referee runs the module, watches for violations, and makes all official calls. Referees are appointed by the League Coordinator.


Assistant Judges may be appointed to each game. These may only consist of other League Referees and Zone Staff. The job of the Assistant Judges is to help the referee with input regarding calls, most especially in the case of tanks and other lag. The final decision of calls always rests with the referee running the game.




3. Ship Registration


Players must register ships each game to play. One ship must be registered for offense and one for defense. Players must stay in this ship for the remainder of the game unless they re-register at halftime (See: IV. B. 11. Re-Registrations) or perform a Quarterback swap (See: IV. B. 12. Swapping Quarterback). Illegally changing ships and affecting the play will earn a Major Penalty , and possibly a Misconduct Suspension .


In appropriate situations (i.e. kickoffs and field goals), any player, regardless of any registration, may take the field as a Lancaster (See: IV. B. 5. Kickoffs.)




4. Coin Flip


The module will randomly select one of the teams and ask them to either choose initial possession of the ball or which side they will start on, and afterwards the other team will choose for the other option. Whichever team kicks the ball to begin the first half will receive it at the start of the second half, and vice versa. In the case of overtime, a new coin flip will occur.






B. Gameplay


1. Game Length


Regulation time will consist of two ten-minute (10) halves; overtime length is determined by possession count and score, not time limits (See: IV. B. 13. Overtime Rules). In the post-season, halve lengths will be longer depending on the series. Currently, 11 minutes for wild-card and semifinals, and 12 minutes for finals.





2. Halftime Length


Between the first and second half, a three minute break is allowed. If both teams and the Referee agree, this break may be skipped. If the game is running very late, the Referee will announce beforehand that the break will be skipped in part or in whole. Before overtime periods start, there is a one-minute break instead.





3. Forfeiture of Game


A team will be required to forfeit a game if any of the following situations occur:
  • Fewer than five players are able to play for a team.

  • A team with two less players than their opponent falls behind by 18 points.

  • During the playoffs, teams with two less players than their opponent that fall behind by 24 points in a game.

  • A team falls behind by 30 points in a game.

  • During the playoffs, teams falling behind by 36 points in a game



A player who is constantly lagging out will not count for his team.



The referee may override these rules if:

  1. A team intentionally keeps players out of the game to avoid causing a mercy.

  2. A team temporarily falls under the required player count to continue due to occasional lag outs.

  3. A team is running up the score by allowing an opponent to score to keep them from reaching a mercy.



If during a stoppage a team temporarily has fallen below the number of required players to avoid a forfeit or mercy, the referee may stall the game momentarily to allow the players to reenter the game. However, if the players do not enter or are not able to stay in the game, the referee will call the game.

When a forfeit is called, if the forfeiting team was also not losing the game, the score will be set so that the winning-by-default team scored 1 more point than the defaulting team. Otherwise the score is not modified.






4. Scoring


There are five ways to score points:

  • Touchdown (6) – Have possession of the ball in the opposing team’s endzone.

  • Point After Touchdown (1) – Score a field goal on the extra play after a touchdown.

  • Two-Point Conversion (2) – Score a touchdown on the extra play after a touchdown.

  • Field Goal (3) – Kick the ball through the uprights using a Lancaster (ship 7) holder and Lancaster kicker appropriately.

  • Safety (2) – The other team is tackled in the endzone, runs out of bounds in their own endzone with the ball, or laterals the ball out-of-bounds in their own endzone. This does not apply on kickoffs and punts unless the team has moved outside of the endzone with the ball on that play.






5. Kickoffs


A kickoff will be conducted in each of these situations:

  • The beginning of each half.

  • After the extra play succeeding a Touchdown.

  • After a Field Goal

  • After a Safety



Each player will line up behind their own 40 yard line, except after a safety where both teams line up 10 yards closer to the kicking team's endzone.



The receiving team has 30 seconds to announce they are ready for the kick, afterwards it is announced automatically for them. Once the receiving team is ready, the kicking team has 30 seconds to kick the ball before they are penalized 10 yards for Delay of Game. If the kicked ball goes out of bounds before reaching the endzone, then the ball is placed 15 yards beyond the spot of the ball on the kickoff, up to as near as the kicking team's 35 yard line, where the receiving team takes possession.



If a kicking-team player is in front of the Kicker when he kicks the ball, or a receiving-team player is in front of their receiving yard limit, the kickoff is redone and a 10-yard Offsides will be assessed.



If the kick phases one player and goes out of bounds, or phases and is caught by a player on the other team, the kick is redone. If a kick phases one team member and is caught by another, if the lag is significant (i.e. if there are opponents nearby who could conceivably have made a play on the ball had it not been for the phase) the play is redone, or else the play stands. This is a judgment call at the referee's discretion. If the ball phases through a player and remains in bounds and is not contested by players from the opposing team, then the play will not be redone.





6. Onside Kicks



At any point in the game, except for when kicking off after a safety, or after receiving a Kickoff Offsides penalty, a team may attempt an Onside Kick. This means they retrieve the ball they kicked. In order for a valid onside kick, the player catching the ball must be at least 15 yards from the spot of the ball before the kicker picked it up.



If the player wasn’t far enough, they are penalized for Illegal Kick Recovery and the ball is placed 15 yards beyond the spot of the ball on the kickoff, up to as near as the kicking team's 35 yard line, where the receiving team takes possession. If the receiving team recovers the onside kick then play runs as though it were a normal Kickoff. If after a Safety a team attempts an Onside Kick, deemed by the module as the kick moving too slowly, the kick will be canceled and the ball re-spotted. If any team somehow manages to recover the ball when they were not allowed to perform an onside kick, the result of the play will still be Illegal Kick Recovery.



If the kicking team recovers the ball legally, the player is ruled down at the point of recovery and the kicking team is on offense with a new Set of Downs. If the kicking team recovers the ball in the receiving team’s endzone, it is a Touchdown.



A team may only attempt an Onside Kick on the first try, regardless of redos in the case of lag, or an Offsides penalty. An onside kick may still be attempted if the kicking team has only been assessed a Delay of Game penalty on that kickoff.






7. Passing



An offensive player who has moved out of bounds is considered an ineligible receiver and may not be the recipient of a forward pass or handoff. If they catch the ball, it will be counted as incomplete. If they receive a handoff, they will be downed at the spot where they caught it (but no further than the line of scrimmage on that play.)



When catching the ball on a forward pass, there is a split-second delay between proxing the ball and it counting as a catch; being tackled, stepping out of bounds, or lateraling/passing the ball during this period will result in an incomplete pass.



If a pass phases out of bounds, it is considered incomplete and play moves on. If a pass phases through one player and is caught by another on the opposing team, the play is considered void and is redone. In the case of a pass phasing one team member and being caught by another, if the lag is significant to the play (i.e. if there are opponents nearby who could conceivably have made a play on the ball had it not been for the phase) the play is redone, or else the play stands. This is a judgment call at the referee's discretion. If a ball phases through a player, and then lags back to them (affecting the play significantly), the play will be redone. Once again this is is a judgement call at the referee's discretion.



If a backwards lateral goes out of bounds, whether passed by the quarterback or another player on offense, the clock will continue to run.




8. Tanks



If a player blatantly tanks, in such a manner that a hit is indisputable with regards to angle of the shot or potential shielding, then they are ruled down where the hit occurred. In the case of a ship carrying the ball that may be able to survive the bullets of another ship, if the energy display is low enough that a hit would be a definitive tackle then it may be called a tank, otherwise play continues as normal.



In the case of a player noticeably spiking such that the defenders have no chance to hit him, the play is ruled down at the spot of the spike.



All of this is at the discretion of the Referee.





9. Timeouts



Each team will receive three (3) timeouts per regulation half and one (1) timeout in all overtime periods. These timeouts stop the game clock and set the play clock to 75 seconds. The team must call time-in before the Center can grab the ball.



Two minute warnings occur when the clock reaches 2:00 during a stoppage.



Referees may call an indefinite timeout when ruling on a call or fixing an error in the automation at any time between plays.





10. Regular Player Substitutions



The arena will be kept open to allow teams to substitute freely but you must register your ship before entering the game (see IV. A. 3. Ship Registration). If the offense makes a substitution they are not allowed to hike the ball for at least 10 seconds. Once the play clock goes below 15 seconds the offense will be unable to make any more substitutions. The defense can make a substitution at any time. Subs will be warped to the sideline, except for Sharks (ship 8) which will be warped inside the linemen box .




11. Re-Registrations



Each team will be allowed 2 ship changes at halftime. These changes can be any combination of changes (2 defensive ships, 1/1, 2 offensive ships). Players will notify the referee of these changes during the halftime break so the referee can make the appropriate changes before the start of the second half. The referee will announce these changes in green chat once they are completed. One exception to this rule is the QB Swap (See IV. B. 12. Swapping Quarterback)





12. Swapping Quarterback




A team may register any number of Quarterbacks, and substitute freely as detailed above. However, they have the option of asking the Referee to swap their current Quarterback for another offensive player with the following conditions:

  • They must expend a Timeout, except for at Halftime or a Two-Minute warning.

  • A player who has previously swapped out of his former offensive position to play Quarterback may only be swapped back into his original position.

  • Any player who has previously swapped out of the Quarterback position may not return to play Quarterback.

  • If a team has no timeouts but still requires to make a swap at the Quarterback position, then the previous Quarterback is locked out of the offense entirely until the next free-swap period, at which point they would assume the new Quarterback's old offensive position.
  • A captain must make the request to swap Quarterbacks within the duration of their own called Timeout. Once Timein is called, they may no longer request a swap.

  • Players being swapped out of the Quarterback position will be changed to the former offensive ship of the new Quarterback

  • If used during the halftime break, the Quarterback swap is separate from re-registrations previously outlined, and captains should notify the referee of which type of change they are using.




A Quarterback may be swapped even if his team has extra people to register, but if being swapped by someone who does not have an offensive ship, they must first register one.





13. Overtime Rules




  • Overtime will consist of each team having one possession to win the game (similar to collegiate football overtime).
  • A coin flip will determine which team chooses to play offense or defense first, or choose a side to play on (choosing "receive" will allow that team the ball first, choosing "kick" will allow them to play defense first, choosing "left" or "right" will choose their side respectively).
  • The team that is on offense first will begin with possession on the 50 yard line and will play out a normal drive attempting to score.
  • Their drive will end if points are scored, or a turnover is completed with the defensive team ending the play with possession of the ball. Double turnovers (possession changing twice on the same play, with the original team ending up with the possession) do not count as a possession for either team for overtime purposes.
  • Should the defensive team gain possession and keep it at any point, their subsequent offensive drive (should they need one) will begin on the 50 if they were unable to advance it out of their own territory following the turnover. If they were able to advance it into the opposing teams territory following the turnover, but not able to return the turnover for a touchdown, their offensive drive will start at the spot where the play ended.
  • In the regular season, if neither team is victorious following three rounds of possession, the game is ended in a tie.
  • Teams will play as many rounds as needed to determine a winner in the playoffs.







14. Lag Outs



In the case of a player lagging out, play continues normally, except in the cass of a Mass Lag-out.



The server will keep track of lag information for a player. There is some leeway for lagouts, but in general, a player must not reconnect to the zone to influence his lag numbers by resetting them repeatedly. Referees have the authority to block a player from entering if they abuse in this fashion.



If at least three (3) players lag out, this constitutes a Mass Lag-out and the game will be paused immediately. Any plays or penalties caused by the mass lag-out will be canceled.



If the problem persists, team captains can then discuss with the Referee to continue, or to postpone the game. The referee will make the final decision if the two captains do not come to an agreement.





15. End of Game


If a game is running late, and the winning team is on offense with 40 seconds remaining in the game or less, and the opposing team has no timeouts (or is far enough behind that they could not make a comeback in the alloted time, such as behind by 9 points with 1 second remaining) they may not be allowed to call timeouts to stop the clock. The referee will re-start the timer if a timeout is called and appropriate. These are simply guidelines, referee may re-start the timer under other conditions if either team is unnecessarily dragging the game on.




16. Rule Violations



Fouls committed in the game will result in canceling a play and usually penalizing an amount of position against the team responsible.



All penalties will be reduced to "half the distance to the team’s own endzone" in the event that moving the specified yardage would place the ball in the endzone.



After all penalties not involving Kickoffs, the play clock will be set at thirty (30) seconds instead of the usual forty (40).



Penalties will usually halt the game clock. If a penalty is incurred by the losing team when the game clock is under 2 minutes for either half, the clock will not be stopped.

Additionally, if the score is tied and the game clock is under 2 minutes on either half, the clock will be stopped for a penalty, but the opposing team captain may request the clock be started. This option may only be used if the clock was only stopped because of the penalty, not if the clock was already stopped at the end of the previous play.








C. Fouls



  1. Offsides



    If any player is on the opposing team’s side of the line of scrimmage or sitting on top of the line of scrimmage when the ball is snapped then that player is offsides and that player’s team will be penalized 10 yards automatically.




  2. Delay of Game



    If the play clock runs out before the ball has been snapped then the offense will be penalized 5 yards. Futher delay penalties before completing a play will be a 10 yard penalty instead. Should a team receive a different 5 yard penalty within 5 seconds of the play clock hitting :00, the penalty may be regarded as a delay of game instead at the discretion of the referee (meaning they could get an extra 5 yard penalty if they already had one delay.)


    On kickoffs, all delays of game are 10 yard penalties.




  3. False Start



    If a Quarterback, Punter, Holder or Field Goal Kicker are moving when the ball is snapped, the offense will be penalized 5 yards.
    If any other ship on Offense makes a sudden motion in the neutral zone when the center is holding the puck, they will be automatically penalized 5 yards.






  4. Illegal Motion



    Offensive ships must be relatively motionless when the ball is snapped. One ship on offense may move as fast as possible without penalty. Some amount of movement (generally enough to step off) is allowed, but if two or more ships are moving faster than the prescribed limit when the ball is snapped, they will be automatically penalized 5 yards.





  5. Illegal Procedure



    The center must snap the ball from the designated area of the spot of the ball, and also must not be moving when snapping the ball. Any violation of this will result in an automatic 5 yard penalty.





  6. Snap Interference



    Only the snap receiever (the Quarterback, Field Goal Holder, or Punter) may receive a snap from scrimmage. If any other ship on either offense or defense catches the puck, they will be penalized 5 yards.






  7. Illegal Formation (Linemen)



    Terriers (ship 5) and Sharks (ship 8) must be inside of the linemen box when the ball is snapped, otherwise the offending team is penalized 5 yards.






  8. Illegal Formation (Field Goal)



    Lancasters on a Field Goal must use the module to be assigned the correct place. Failure to do so before the snap will result in a 5 yard penalty.






  9. Illegal Ship



    Each player may only register one offensive and one defensive ship. The first ship of each type used by the player will be the one he must use for that game. If he uses another ship for any duration of time in a play, a penalty of 20 yards will be assessed. If the player uses an illegal ship a second time in the same game his team will be penalized 20 yards and the player will be suspended for Misconduct.






  10. Ship Limitations



    In the course of a normal play, an offensive team may have a maximum of: three (3) Javelins, three (3) Terriers, and one (1) Weasel. On punts, the offensive team may insert one (1) Lancaster as the punter; for field goals two (2) Lancasters are allowed, one to hold and one to kick.

    In the course of any play, a defensive team may have a maximum of: three (3) Sharks.






  11. Bug Exploitation



    Any form of exploitation of bugs in the current version of Continuum or with the module is a serious violation. If a player is caught exploiting a bug they will be thrown out of the game and will receive an automatic Misconduct suspension, and their team will receive a 20 yard penalty.






  12. Miscellaneous Misconduct



    Any team excessively spamming the referee or the judging frequency will be warned to stop. If they persist, the team will be penalized 20 yards, and players may be silenced temporarily, as well as possibly facing a Misconduct Suspension


    A player who disrupts the game severely with inappropriate actions may be thrown out of the game without warning and face a Misconduct Suspension, and their team will be penalized 20 yards.






  13. Throwing Past The Line Of Scrimmage



    If the ball is thrown after the passer has gone beyond the Line of Scrimmage, then the play is ruled dead where the ball was thrown.






  14. Second Forward Pass



    If the offense attempts a second forward pass, or the defense attempts a forward pass at all, the play ends immediately the ball is downed at the point of the illegal pass.





  15. Warping



    If a player warps during a play via any method to gain position and impact the play it will count as a Safety against that player’s team.









V. Disclaimer


These rules are subject to change when circumstances require it. These rules are meant to be guidelines to the Referees and Players but under special circumstances, especially undocumented and unprecedented situations, the Board of Directors, League Coordinators, and or Referee may announce an alternate ruling.






Glossary


Preseason
Preseason games are exhibition games held prior to the start of the Regular Season, intended for teams to practice with their full roster as preparation.



Regular Season


The Regular Season is the bulk of the schedule. Each team plays every other team a determined number of games, so that at the Regular Season's close each team will

have played the same amount of games. The standings at the end of the Regular Season determine the seedings heading into the Post-Season.



Post-Season


The Post-Season, or the playoffs, is the championship tournament from the top teams in the Regular Season to determine that season's overall champion.



Conferences


The league may be divided into two Conferences of an equal number of teams, with each conference playing its own teams and teams in the opposite conference a

determined number of games.



Series

A series is a set of games, played in a best-of fashion. The semi-finals series is 3 games and the finals are 5 games.



Wildcard Game


A game played between the two lowest seeds to reach the Post-Season; the winning team advances to the second round, and faces the highest seed in the Post-Season.



Godzilla Bowl Finals


The Finals series is best-of-five, with the winning team declared that season's Zilla Cup champions.



Standings Points


A victory in the Regular Season awards a team 2 points in the standings. A tie results in each team gaining 1 point.



Tie-Breakers


Tie-Breakers are used to determine Playoff seedings in the case that two teams finish the Regular Season with an equal amount of Standings Points.



League Scheduler


Responsible for scheduling all games. The scheduler may vary throughout the season, it is the League Coordinator's responsibility to ensure someone handles the

responsibility.



Postponements


Games can be postponed via request by Team Captains a limited number of times during the course of the Regular Season, and additionally the Post-Season.



Availabilities


Prior to the season's opening, the League Scheduler will ask all Team Captains to submit their preferred days and times for games, and will use them as basis for the

schedules.



Double-Squadding


This is when a player attempts to play for multiple teams on different aliases. The penalty when caught is an immediate ban from the league and zone.



Referee


The Referee is responsible for starting and running the Module, as well as presiding over the game with appropriate calls in response to the actions in the game.



Module


The Module is the command system by which all league games are run. Players can interact with it by typing commands prefixed with ?. ?help offers a useful list of the

available commands.



Tanks


A tank is when a player appears to be hit with a shot that should kill them, but which they survive without seeming to take any damage. It's often a product of Lag,

and can result in a ball ruled down where a tank occurs by the Referee.



Lag


Lag is what occurs when the game attempts to send and receiver information to players from all across the world. It's not instantaneous, and so sometimes players will

see slightly different things in the game. Players must stay below specified lag limits to be allowed to play.



Register


Players must register their ships with the module before being allowed to play, and once registered may not change except under specified exceptions. The command is

?register (ship's number).



Fouls


Rules infractions in the game that incur various discipline.



Penalties


Penalties are assessed for fouls, usually by moving the line of scrimmage closer to the offending team's endzone.



Suspension


Suspensions are when a player is unable to play in a determined number of games.



Kickoffs


A kickoff is the play that starts every half, and each successive drive following a scoring play.



Quarterback


The Quarterback is the lead offensive player, who takes the snap from the Center to start all plays but Kickoffs and Field Goals.



Half


Each game is broken up into two halves of an equal length, with both teams given the chance to start a half with possession of the ball.



Overtime


Overtime occurs when the two regulation halves of a game finish with the teams tied.



Phase


A phase is when the ball goes through a ship that would otherwise have caught it. It can be intended, as in the case with passing plays, or a result of lag.



Safety


A safety is a play when a player is tackled in, goes out of bounds in, or laterals out of bounds in the endzone after their team held possession past the goalline. It

results in 2 points for the other team.



Set of Downs


Each possession begins with four downs for the offensive team to attempt to traverse down the field. Moving the ball 20 yards in those four downs begins a fresh Set

of Downs.



Regulation


Regulation is the standard length of games, consisting two 10-minutes halves.



Substitutions


Teams may remove and insert players in between plays to field their preferred lineups.



Snap


The Hike or Snap is the start of every play except for Kickoffs. The Center ship picks up the ball, and throws it backward to the Quarterback at a proscribed moment.



Linemen Box


On either side of the ball is a box where the Offensive and Defensive Linemen must position their ship prior to the Snap.



Timeout


A timeout is when one team's captain wishes to halt both the play clock and game clock. The game may resume when they call time-in.



Line of Scrimmage


The line of scrimmage stretches to either sideline, marking where the ball is spotted on the field. Players may not cross it prior to the Snap without incurring a

penalty.



Neutral Zone


A small area near the line of scrimmage where ships may not line up nor make sudden movements in before the snap.