SEASON XVI - OFFICIAL RULEBOOK
The Gee League Rulebook
Official rules, game-day procedures and enforcement standards for The Gee League.
Last updated August 26, 2026
GAME-DAY CHEAT SHEET
Quick Guide for Refs & Captains
Use this for the fast answer. The full rulebook controls if a situation needs more detail.
ON-FIELD CONTROL Quick Guide for Referees
- Before the game: Identify each captain and one designated player. Confirm any player declaring the one-hand-touch exception because they do not typically wear flags.
- Clock: Two 16-minute halves. Pro clock is the final minute of the first half and final two minutes of the second half. Announce the 25-, 10- and 5-second play-clock marks.
- Timeouts: Four 20-second timeouts per team.
- No Bitchassness Review (NBA): A team must have a timeout available, but it will not be charged if the review is completed within the running 25-second play clock. One ref checks the footage while the other resets the field. Repeated arguing removes NBA Review privileges.
- Coach's challenge: Two eligible recorded-play challenges per team for the season, one in the playoffs, with a 15-second timeout available as the wager.
- Scoring plays: All scoring plays may be reviewed. A penalty seen on video may be enforced when it directly affected the play.
- Rush and no-run zones: Rushers begin one yard off the LOS. Once an offense enters a no-run zone, it stays locked in until a first down or touchdown, even if a sack, fumble or penalty moves the LOS out.
- Onside attempt: Only when a team is behind in the second half and before the opponent is set to begin offense at the 5.
- Communication: Warn unauthorized players who address a referee, then enforce the Section 5 progression and Respect The Ref rules.
- Safety: Open-hand blocking is allowed between shoulder and waist. Enforce force-outs, stiff arms, blindside/crack-back blocks, tackling and unnecessary contact.
- DON'T LET PLAYERS GET UNDERSKIN - THROW FLAGS NOT HANDS
TEAM RESPONSIBILITY Quick Guide for Captains
- Arrive Early & Ready: Have at least three players, matching Gee League jerseys and the $40 referee fee ready at the scheduled start time.
- Season XVI ref fee: Each player owes $50 for 10 regular-season games and must pay by Week 2. Anyone unpaid by Week 3 without approval may be removed with no replacement or refund.
- Name your speaker: Before the game, identify the one additional player permitted to speak with the referees.
- Control your team: No fighting words, no disrespecting refs and no fighting. Questions come through the captain or designated player.
- Use quick NBA reviews correctly: Ask quickly, do not delay the game and do not repeatedly challenge plays without a real reason. The clock does not stop.
- Know the formal challenge: Two for the season and one in the playoffs. You must have a 15-second timeout to wager.
- Know the clock: Four 20-second timeouts. Late teams lose possession, then timeouts, 6 points and finally the game at the listed time marks.
- No-run lock: Once your offense enters a no-run zone, it remains locked until a first down or touchdown.
- Onside timing: You may attempt it only while behind in the second half and before the opponent sets up at the 5.
- Leave it clean: Your designated team area must be spotless after the game.
- KEEP IT GEE - ITS MORE THAN FLAG - ITS FAMILY
- Subs: Missing 2 — get 1. Missing 3 — get 1. Missing 4 — get 2. See Gee on Deck rules for replacement specifics.
- Fumbles: The ball cannot be knocked out of an offensive player’s hand. If it is knocked out, the play is dead at that spot.
THE GEE LEAGUE
Full Rulebook
Section 1: Zero Tolerance Rules
1. RESPECT THE LEAGUE, RESPECT THE VISION, RESPECT EACH OTHER
2. NO FIGHTING WORDS
2.1. IE. PUSSY, SMD, BITCH, ETC… 2.2. THIS RULE IS THE REFS DISCRETION, AS THEY HAVE BEEN ADVISED AS TO WHAT TYPE OF CURSING IS ALLOWED AND IF IT'S IN THE APPROPRIATE ENVIRONMENT. IF LANGUAGE BECOMES AN ISSUE REF WILL CALL TIME, CALL THE CAPTAINS OVER AND LET THEM KNOW THERE IS NO MORE CURSING, AGAIN REFS DISCRETION.(Refs can kick players at any time) 2.3. 1ST OFFENSE - 10 YD PENALTY 2.4. 2ND OFFENSE - REFS CAN AND WILL KICK PLAYERS AND A 10 YD PENALTY 2.5. 3RD OFFENSE - REF CAN CALL GAME OR USE 1ST-2ND OFFENSE RULE3. NO FIGHTING ZERO TOLERANCE FULL SEASON SUSPENSION INCLUDING NEXT SEASON
4. RESPECT THE REF ZERO TOLERANCE, ONLY CAPTAINS TALK TO THE REFS. (Refs can kick players at any time)
4.1. 1ST OFFENSE 10 YD PENALTY LOSS OF DOWN 4.2. 2ND OFFENSE REFS CAN AND WILL KICK PLAYERS AND A 10 YD PENALTY (LOD) 4.3. 3RD OFFENSE REF CAN CALL GAME OR USE 1ST-2ND OFFENSE RULE5. NO BITCHASSNESS (NBA)
Purpose: The No Bitchassness rule is designed to eliminate unnecessary arguing and complaining about calls by allowing plays to be reviewed quickly and efficiently within the 25-second play clock. A team must have at least one timeout remaining to initiate an NBA Review. The timeout will not be charged as long as the review is conducted properly and completed within the 25-second play clock. 5.1. The referee positioned closest to the camera operator will conduct the NBA Review while the other referee resets the field. For a more in-depth review, refer to Section 2, Rule 13. 5.2. Do not bitch, complain, cry, or argue about officiating. This is not the NFL—and even their refs get calls wrong. Play the game, control what you can control, and move on to the next play the Gee Way. 5.3. No Bitchassness Reviews are how every season begins. As long as a team does not abuse the process or argue about calls, it may request multiple NBA Reviews during a game. 5.4. NBA Reviews must be quick and completed within the regular 25-second play clock while both teams line up according to the ruling on the field. The game clock and play clock do not stop. If the referee cannot reach a decision within that window, the ruling on the field stands and the NBA Review is unsuccessful. 5.5. A team keeps its NBA Review privileges as long as it does not abuse the process or display bitchassness. 5.6. If the offensive team is set and ready to snap before the NBA Review is complete, the reviewing team must use its timeout to continue the review. If it does not use the timeout, the review ends and the ruling on the field stands. The offense must already be properly lined up and must snap the ball within two seconds of the referee’s ready-for-play whistle. 5.7. A team may not request an NBA Review simply to delay the game. That is bitchassness. 5.8. A team may not request repeated or unnecessary NBA Reviews just for the sake of reviewing plays. That is bitchassness. Every NBA Review must have a legitimate and reasonably thought-out basis. 5.9. Bitching, complaining, or abusing the NBA Review process will be determined at the referee’s discretion. The referee will issue a Bitchassness Warning for the first violation. A second warning results in the loss of NBA Review privileges for the remainder of the game. The team will then be limited to the formal review procedure under Section 2, Rule 13.6. CLEAN THE FIELD
6.1. TEAMS WILL HAVE DESIGNATED AREAS BEFORE EACH GAME MAKE SURE ITS SPOTLESS 6.2. IF A TEAMS AREA HAS GARBAGE: 6.2.1. ONE WARNING TO THE CAPTAIN WILL BE MADE 6.2.2. NEXT TIME IT CAN RESULT IN A FORFEIT OR A PENALTY OF 21 POINTS. RESPECT THE LEAGUE AND THE FIELD7. REF FEES
7.1. Ref fees are $40 a game no exceptions!!! 7.2. If your team forfeits and the ref fees aren't paid you’ll now owe 80$ to pay the ref fee for the entire game. 7.3. Forfeits are unacceptable to league if you forfeit more than once your team may be subjected to removal from the league 7.4. SEASON 16 - all players are required to pay 50$ for 10 regular season games 5$ per game.. All players must pay this by week 2. If they do not finish or pay in full by week 3 with out approval they are subject to removal with no sub replacement and no refund.. Mid season tournament and gee bowl are separate fees refer to 8.18. TEAMS MUST MATCH
8.1. TEAMS MUST HAVE MATCHING GEE LEAGUE JERSEY IF A PLAYER DOES NOT HAVE A GEE LEAGUE JERSEY PLAYER MAY PURCHASE ONE FROM LEAGUE OR RENT ONE TO PLAY9. SUSPENSION AND PUNISHMENT POLICY
9.1. If u break a zero tolerance rule you will be suspended for 1-4 games first offense and kicked out the league. You must pay to get back in the league then serve your suspension. If you break the zero tolerance rule the second time your price to to come back to the league will double if you break the zero tolerance rule you will be banned from this leagueSection 2: Game Play and Clock
10. GAME LENGTH
10.1. Two 16 minute halves 10.2. Pro clock 1 minute 1st half, Two minutes 2nd half 10.3. 25 second play clock once ball is spotted (Officials will announce 25 - 10 and 5 seconds left to snap the ball). Teams must wait until the referees are set or a referee acknowledges they are prepared to start the play. 10.4. Pro rules for time run offs and stoppage on penalties 10.5. Untimed downs for extra points only during pro clock11. Time Outs
11.1. Each team will receive 4- 20 second timeouts12. Challenges
12.1. Captains will be equipped with 2 coaches challenges for the season on eligible recorded plays (if they lose NBA see section 1 rule 6) 12.2. ONE PER TEAM FOR PLAYOFFS 12.3. Championship game commissioner deemed controversial calls will be under booth review entire game 12.4. Must have a 15 second timeout to use as wager 12.5. ALL SCORING PLAYS MAY BE REVIEWED - IF A PENALTY IS OBSERVED THAT DIRECTLY AFFECTED THE PLAY IT MAY BE ENFORCED13. Mercy Rule
13.1. What Mercy Rule? Gees show no mercy14. Start of Game
14.1. Games will start at the exact start time no later 14.2. Must have 3 to start 14.3. If late lose possession both halves 14.4. After 5 minutes you lose all your timeouts and ball both halves 14.5. After 10 minutes you’ll lose 6 points 14.6. After 15 minutes you’ll be forced to forfeit and if REF FEES WERE NOT PAID THEY WILL BE DOUBLED 14.7. Possession of ball will be decided with a game of cello (4,5,6 automatic win 1,2,3 automatic lose no other exceptions) If dice is not available the possession of ball will be decided by Rock Paper Scissors 14.8. Each half will start with a throw off.15. CONTACT IS ALLOWED
15.1. Open hand blocking is allowed between shoulder and waist 15.2. Everything else is illegal such as stiffs arms and force outs on jump balls and on the sideline 15.3. Any contact must be done in a Flag Football Manner, Going for the flags or ball.. You can never push someone out of bounds.16. Field Dimensions
16.1. Fields are approx. 20 x 65 yards, each half will be 25 yards with end zones being 7.5 yards 16.2. Each team will get 3 downs to get to the first down marker and end zone 16.3. If unable to successfully gain a 1st down or touchdown, the ball is automatically turned over to the opponents 5 yd line 16.4.Section 3: Scoring & Overtime & Throw Offs
17. Extra points are worth
17.1. 1 from the 5 and can’t run
17.2. 2 from the 12
17.3. 3 from the 20
17.4. Extra points returned will be awarded
17.4.1. 3 points for 2 and 3 point try
17.4.2. 1 points for 1 point try
18. Field Goals
18.1. A field goal attempt must be declared before your third down play
18.2. Once a field goal is declared the ball will be moved up 15yards if kicking team has not gained a first down,
18.3. The ball will be moved up half the distance if kicking team has gained a first down
18.4. The “kicking” team will have one attempt to score 3pts.
18.5. All field goal attempts are NO RUN PLAYS
18.6. All field goal attempts are TIMED DOWNS
18.7. During Pro Clock; if the clock was stopped prior it will remain stopped and become an untimed down
18.8. a timeout may also be used to stop the clock
18.9. If a field goal try is intercepted and returned it counts as a touchdown
19. Overtime - Regular Season
19.1. SHOOTOUT best out of 5
19.2. Players will alternate 1v1 from the 10 yard line
19.3. RPS for captains, winner chooses 3 Offensive tries and 2 Defensive tries or visa versa
19.4. Offense has 25 seconds to send out their receiver first and defense sends out after
19.5. Players retire after going
19.6. QB is whoever played the majority of the game
19.7. QB has 4 seconds to throw, whistle is blown after the 3 count making it a 4 second play, whistle indicates sack
19.8. Scoring
19.9. TD or Defensive Penalty = 1 Point Offense
19.10. NO TD or Offensive Penalty = 1 Point Defense
19.11. Playoffs & Championship
19.12. 1st OT One possession starting with a throw off with a conversion try if a touchdown is scored
19.13. Opponents have a chance to match
19.14. 2nd OT SHOOTOUT
20. Onside Kick
20.1. WHENEVER AFTER A SCORE when down in the second half, so long as the other team is not set to start offense with ball at the 5
20.2. 7.5 yards behind the 1st down, you get one play to score a touchdown, if successful your ball at the touchback LOS, if unsuccessful opposing team takes ball over at same spot
20.3. If the defense happens to score on a turnover it’ll result in a touchdown
20.4. Or the option of a throw off return
20.5. If an onside try is intercepted and returned it counts as a touchdown
20.5.1. ANY penalty on the ensuing return will result in a dead ball, or successful return
21. Fumbles
21.1. All fumbles will result in a 10 yard loss from spot of the fumble
21.2. Bad snaps/ and laterals behind the line scrimmage are LIVE
21.3. Fumbles on a turnover result in a turnover, ball back to the original offensive team
22. Spot of the Ball
22.1. The spot of the ball will be where the flag being pulled is at when the player is deflagged
22.2. Both flags and the ball must be past the goal line to score and first down marker to advance the ball
22.3. If a ball is knocked out of the hand of offensive player - it is dead where its at
22.3.1. If the ball is by the flag and knocked out - it is considered dead and flag guard penalty
23. Throw off
23.1. A throw off will happen at the beginning of each half
23.2. One player will be back to receive the throw off
23.3. The throwing team will have three players (two gunners and one thrower) and a gunner will be placed on each frozen zone and will not be allowed to run until the return man makes contact with the ball.
23.4. The throw will be thrown from his end zone and thrower will be allowed to run as soon as the ball leaves his hand.
23.5. If the ball is thrown out the back of the end zone. A touchback will be rewarded to the 12 yd line
23.6. If the ball goes out of bounds before the end zone, the return team will get the ball at the 15yd line or ask for a Rethrow and the gunners will be pushed back 5 yards.
23.7. Knee in the endzone will result in a touchback to the 5 yard line
23.8. If ball passes the 7.5 yard marker and thrower recovers it is a live ball
23.9. Gunners can move laterally but iIf gunners move forward or take off early the return team will get a penalty that moves the ball to the 15 or receiving team can elect a rethrow and the gunners will be pushed back 5 yards
Section 4: Gameplay Rules
24. Rushing the QB:
24.1. Players who rush must be lined up 1 yard off the LOS, set by the line judge, rushing from closer will result in a free play offsides 5 yd penalty, REF IS NOT RESPONSIBLE TO REMIND YOU (refs may have different 1 yard lines get over it and play) 24.2. Neutral Zone infraction will also result in a free play ( If a player jumps on a hard count and gets caught in the no rush zone and then crosses the LOS at anytime, even on run plays)25. Running:
25.1. All offensive players may run the ball at any time, except in the no-run zones which are located 5 yards before mid-field and 5 yards before the goal line only in the direction that the offense is going. 25.2. No run zones are enforced when the LOS is established within the designated areas. 25.3. You can not throw a backward pass (lateral) or a forward pass that is caught behind the LOS and run the ball. These are still considered run plays.(ALL PASSES MUST BE AHEAD OF THE LINE OF SCRIMMAGE) 25.4. There is NO scenario where the original LOS is inside the NO RUN ZONE where a player can run the ball. All passes must be made forward. 25.5. ONCE INSIDE A NO RUN ZONE, YOU ARE LOCKED IN THERE UNTIL YOU GAIN A FIRST DOWN OR TOUCHDOWN - SACKS, FUMBLES AND PENALTIES may bring you out of the no run zone but you are still LOCKED IN THE NO RUN26. Center/Tackle Box:
26.1. The Center and anyone in a blocking stance inside the tackle box is protected when he snaps the ball. The Center cannot be touched until he/ she picks up their head and takes one step towards his/her pattern or assumes a blocking position 26.2. If contact is made with center before then an free play illegal rush 5 yard penalty27. Charging:
27.1. The offensive player must avoid the defender if they are set 27.2. Crack back and Blindside Blocking: 27.2.1. Crack back Blocking and Blindside blocking is NOT allowed. Do not attempt to make contact with a defenseless player if he/she can not see you do not make contact with them it will not be tolerated.28. Blocking Down Field:
28.1. Blocking downfield is only allowed once the ball is completed downfield. Players may block downfield for all running plays or when the pass is behind the LOS except when the LOS is established inside the no run zone. Offensive players blocking downfield before the ball is thrown downfield will be assessed a pass interference penalty (5 yards from the LOS)29. Inadvertent Whistle:
29.1. At the time of the inadvertent whistle, the team with the possession of the ball, has the option of replaying the down or the result of the play. IT IS ADVISED TO KEEP PLAYING! 29.2. If the inadvertent whistle happens while the ball is in the air, the play is dead and the down will be replayed from the original LOS. If a penalty marker is thrown prior to the inadvertent whistle, an accepted penalty will be administered as in any other play situation. When the foul is accepted, the inadvertent whistle is disregarded. 29.3. SEE RULE 40.230. Center Snaps:
30.1. Must be between the legs. The center can snap it to anyone on the field as long as that player is not lined up on the LOS 30.2. On a bad snap the quarterback has a chance to field the ball. Fumbles behind the LOS are live31. Jamming of the Receiver:
31.1. Defensive players can jam the receiver at the line and up to 5 yards downfield. However, you cannot hold, trip or grab the receiver. And can not blitz that will result in a free play or an offsides penalty.32. Intentional Grounding:
32.1. No intentional grounding33. All Offensive Penalties Behind the LOS:
33.1. Will be assessed from the LOS except Flag Guarding which will be assessed from the spot of the foul or 5 yards from the LOS whichever is deemed to be considered the greater loss of yardage. Flag guarding or holding in the endzone will result in safety.34. Motion:
34.1. Only one player can be in motion at the snap of the ball. Players can move around, but must be set for at least 1 second before the snap.35. Passing:
35.1. Double passes are allowed so long as the ball is thrown lateral or behind36. Line of Scrimmage (LOS):
36.1. Only the center needs to be lined up on the LOS37. Interceptions:
37.1. Interceptions may be returned (if returner pitches it and it’s a fumble then the offense gets ball back at the spot of the fumble)38. Last man rule:
38.1. if a penalty occurs on the last man to defend the end zone it is an automatic touchdown, pushing a receiver out of bounds is touchdown 38.2. 2 points are good if it was excessive or unnecessary roughness refs Discretion39. Receiving:
39.1. All players are eligible to receive a pass, including the original quarterback, only if the ball has been pitched back or handed off (backwards) behind the line of scrimmage. 39.2. Players must have at least one foot in bounds when making a catch. Players must have at least 1 foot inbounds when catching the ball in order for it to ruled a completion. 39.3. Players that run out of bounds during a play cannot be the first player to touch the ball when attempting to make a catch unless the player is forced out of bounds, he/she then must first re-establish his position in bounds before he can touch the ball.40. Play is ruled dead when:
40.1. The offensive player’s flag is pulled. Ball carrier steps out of bounds, touchdown is scored, the ball carriers’ knee touches the ground after being touched and on an incomplete pass. 40.2. PLAY TILL YOU HEAR A DEFINITIVE WHISTLE on a questionable play.41. No Flags on to start the play:
41.1. If a player starts the play without their flag and that player catches the ball, that player will be down at the spot of where the player caught the ball. 41.2. PLAYERS WHO DO NOT TYPICALLY WEAR FLAGS - ARE THE EXCEPTION and must be one hand touch - THEY MUST DECLARE THAT TO THE REF IN BEGINING OF GAME 41.3. If a players flag falls off during the play and the receiver catches the ball, they MUST be touched with one hand after the catch to be considered down.42. No Diving:
42.1. No intentional diving forward is allowed. However, players may jump, spin and leave their feet to advance the ball as long as they are not creating contact with the defense.43. JUMPING- a player may jump to avoid contact, if the take off and landing zones are clear, sideline jumps will have more leeway with take off and landing zones
44. Handoff, Pitch or Throwback:
44.1. Teams may handoff, pitch, or throw back the football in the backfield. The player who receives the pitch or handoff (backwards) may throw the ball as long as he is beyond the line of scrimmage. Unlimited pitching (backwards) behind or beyond the LOS is allowed.45. Forward Pass:
45.1. A forward pass does not have to cross the line of scrimmage to be a legal play. Only one forward pass per down. A forward pass caught behind the LOS is considered a run play.46. Penalties:
46.1. Teams can accept any penalty and not the yardage. 46.2. Example: 3rd down and 3 yards to go for a first down (mid-field). The defensive team jumps offside, the offensive team can accept the penalty and decline the yards. Result of the play will be 1st down and mid-field47. HOLDING:
47.1. Holding is defined as grabbing a player or players clothing to impede direction or forward progression, when going for the flag and player grabs clothing that hasn’t been properly tucked under the belt this will not be holding. Ref discretion always48. TACKLING:
48.1. Tackling is defined as not going for the flag and bringing the player to the ground, usually with force. When attempting to dive for the flags behind, if flag is not pulled; at the refs discretion tackling will most likely be assessedSection 5: Player - Referee Communication
49. Captain and Designated Player Communication
49.1. Only the team captain and one player chosen by the captain may speak to the referees. These players must be identified to the referees before the game begins. They are permitted to call timeouts, request explanations, or ask for clarifications. All interactions must be conducted in a timely and respectful manner.50. Player Conduct and Warnings
50.1. Any other player who engages in conversation with the referees or questions their decisions will receive a warning. If a player has a concern, such as believing they were held, they must communicate it to their captain, who will then address it with the referee.51. Penalty for Repeated Violations
51.1. 1st OFFENSE If a player who has already been warned speaks to the referee again, it will result in a 5-yard penalty with a repeat of the down. 51.2. 2nd OFFENSE during the game results in another 5-yard penalty with a loss of down. If this occurs back-to-back-the penalty escalates directly to RTR (Respect The Ref) rules as outlined in Section 1.4 51.3. 3rd OFFENSE triggers RTR rules.Sub “Gees on Deck” Rules
Missing 2: If you are missing 2 players leaving you with 6, the league will try to replace your Latest round pick.
Missing 3: If you are missing 3 players leaving you with 5, the league will try to replace your Earliest round pick.
Missing 4: If you are missing 4 players leaving you with 4, the league will try to replace your Middle round picks.
Examples: Latest = 7th round. Earliest = 1st round.
Middle picks: If the 1st, 3rd, 5th and 7th-round picks are missing, replace the 3rd and 5th-round picks.
THE GEE LEAGUE
Penalty Guide
Offensive Flag Football Penalties
| Type | Description | Yardage |
|---|---|---|
| Unnecessary roughness | Using methods beyond what is necessary to pull the flag off the opponent | -10 yards and loss of down and possible ejection if continued |
| Unsportsmanlike conduct | Examples include excessive celebration, using abusive language, punching or kicking an opponent | -10 yards and loss of down and possible ejection if continue |
| Offside/false start | A players charges or moves in a way that indicates the start of the play before the ball is snapped | -5 yards from line of scrimmage |
| Illegal forward pass | A player throws the ball forward once they are past the line of scrimmage | -5 yards from line of scrimmage and loss of down |
| Pass interference | The eligible receiver significantly hinders the defensive players opportunity to intercept the ball | -5 yards from line of scrimmage and loss of down |
| Illegal motion | Players shifting and not coming to a complete stop before the ball is snapped | -5 yards from line of scrimmage |
| Delay of game | Team fails to snap the ball and put it in play | -5 yards from line of scrimmage |
| Illegal procedure | A technical rules violation, such as illegal formation | -5 yards from line of scrimmage |
Defensive Flag Football Penalties
| Type | Description | Yardage |
|---|---|---|
| Unnecessary roughness | Using methods beyond what is necessary to pull the flag off the opponent | +10 yards and automatic first down |
| Unsportsmanlike conduct | Examples include excessive celebration, using abusive language, punching or kicking an opponent | +10 yards and automatic first down |
| Offside | A player crosses the rush line of scrimmage before the ball is snapped | +5 yards from the line of scrimmage |
| Illegal flag pull | A player pulls the flag off an opponent before they have full possession of the ball | +5 yards from the spot of the penalty or result of the play |
| Roughing the passer | A player makes contact with the passer after they’ve thrown a forward pass or the arm of the passer | +5 yards from the line of scrimmage and automatic first down |
| Taunting | A type of unsportsmanlike conduct where the player purposely creates ill will between teams | +5 yards from the line of scrimmage and automatic first down |
Offensive Spot Fouls
| Type | Description | Yardage |
|---|---|---|
| Charging | The player challenges their opponent for space by using physical contact such lowering their shoulder or stiff arming | -5 yards and loss of down |
| Flag guarding | The ball-carrier intentionally obstructs the defender’s access to their flag | -5 yards and loss of down |
Defensive Spot Fouls
| Type | Description | Yardage |
|---|---|---|
| Defensive pass interference | The player significantly hinders an eligible receiver’s opportunity to catch the ball | +10 yards Automatic first down From the LOS refs discretion if it was a Blanton PI to avoid a TD it’ll be ruled last man touchdown |
| Holding | The player restrains another player who is not in possession of the ball | +5 yards replay down |
| Stripping | A player smacks or grabs the football out of the ball-carrier’s possession | +5 yards |
Ref Yardage Cheat Sheet
REF YARDAGE CHEAT SHEET
Quick enforcement guide — the full rulebook controls.
OFFENSIVE PENALTIES
5 YARDS
- False start / OffsideFrom LOS
- Illegal forward passFrom LOS + loss of down
- Offensive pass interferenceFrom LOS + loss of down
- Illegal motionFrom LOS
- Delay of gameFrom LOS; enforced after warning
- Illegal procedureFrom LOS
10 YARDS
- Unnecessary roughnessLoss of down; possible ejection
- Unsportsmanlike conductLoss of down; possible ejection
15 YARDS
None currently listed
SPOT / SPECIAL
- Charging5 yards from spot + loss of down
- Flag guardingSpot or 5 from LOS—whichever is greater + loss of down
- Fumble beyond LOSDead ball; down counts; 10-yard loss from spot
- Offensive foul in own end zoneFlag guarding or holding = safety
DEFENSIVE PENALTIES
5 YARDS
- Offside / Illegal rushFrom LOS
- Contact with protected centerFree play / illegal rush
- Illegal flag pullFrom spot or result of play
- Roughing the passerFrom LOS + automatic first down
- TauntingFrom LOS + automatic first down
- HoldingReplay down
- StrippingBall cannot be knocked from runner’s hand
10 YARDS
- Unnecessary roughnessAutomatic first down
- Unsportsmanlike conductAutomatic first down
- Defensive pass interferenceFrom LOS + automatic first down
15 YARDS
None currently listed
SPOT / SPECIAL
- Last-man foul preventing TDAutomatic touchdown
- Force-out of receiverTouchdown
- Repeated ref communication5 yards/replay, then 5 yards/loss of down; may escalate to RTR
THE GEE LEAGUE
Gee Brawl
Gee Brawl Specific Rules
- Gee League Zero Tolerance!!
- All offensive penalties inside the starting 5 are loss of downs no yards.
- All offensive penalties excluding false start are 5 yards loss of down.
- All defensive penalties are 5 yards repeat down.
- Outrageous PI or shoving out of bounds is 10 yards automatic first.
- Open hand blocking on line and down field.
- Center must snap through legs.
- All players eligible.
- Fumbles behind line of scrimmage are live, if recovered and not returned for a score ball still starts at the 5 for the ensuing offense.
- Fumbles beyond the line of scrimmage are dead ball, down counts and loss of 10 yards from spot of foul.
- All other Gee League Rules outside field specific changes.
