RULE 13. MANDATORY REFEREE RULE. On game day, when there is an odd number of coaches on hand, the coach who is not playing shall serve as REFEREE for the two games being played. He will serve as REFEREE for the first half of one game, then switch and serve as REFEREE for the second half of the other game. Then when the REFEREE has a scheduled game, the new "free coach" who is not playing will serve as REFEREE for the remaining two games in the same manner as mentioned above. In this way, no coach will remain idle on game day when an odd number of coaches are present.
EQUIPMENT CHECK, PRE-GAME WEIGH IN, ROSTER LIMIT, ETC. Commissioner will begin equipment check-in 30 minutes before game time. All coaches will turn in their entire teams to be inspected & weighed. Rosters are limited to 33-men per team per jersey. You must have a minimum of 11 players in each jersey. You must supply your own TTQB's. No more than 3 per game. TTQB's must be factory originals, and may not have spring-loaded legs for kicking. All extra players on hand must be returned to the car or taken out of the game room before play starts. In the cases of rejected players during check-in, the extras may be substituted, but must pass inspection. Teams will be stored in lockdown until game time. Once check-in is done, no bases may be changed or tweaked on any players during the game, with the exception of a stationary base being changed for a mobile base for kick returners and quarterbacks.
RULE 10. KICKOFF. Switch is turned on for a three count" prior to "kick". This is simply a coach saying out loud, "One-one-thousand, two-one-thousand, three-one-thousand", with the coach controlling the switch not looking at the board during the count. Kicking coach controls the switch for the kickoff. Kicking coach may also determine what part of the goal line the runner must run from, i.e. either hash mark, or the center of the goal line. Receiving coach places player on stationary base on goal line area picked by kicking coach. Switch is then turned on for the 3-count. If kicker is not tackled, all punts will be an automatic 40 yards from line of scrimmage. Runback will be the same rules as on kickoff.
KICK BLOCKING MODIFICATION: After the 3-count, receiving team may angle all unengaged players to block for the runner.
HOUSTON ELECTRIC FOOTBALL LEAGUE
OFFICIAL RULES
The official Miggle rules (click button above) are used as a basic rules set for league play in the Houston Electric Football League. However, there are several modifications which are listed below. This season the HEFL is adopting several good ideas from rules used in tournaments throughout the country. Many things have changed, so read up to become familiar with this year's rules! If a rule is not specifically covered here, the standard Miggle rules will apply.
RULE 2. PASSING. On a pass play, the receiver may be angled after the catch, if the TTQB is used. Existing rules apply for angling of unengaged defensive players. If passing sticks are used, receiver is angled toward magnetic ball on field, and also one defensive player may be angled to make a break on the ball. Whichever player touches the magnetic ball gets it. If both miss, the pass is incomplete. If a defender moves past the magnetic ball before the intended receiver reaches it, the pass is batted away and is also incomplete. If complete, normal rules apply.
RULE 5. PUNTING. Switch is turned on for a two count, i.e., "One-one-thousand, two-one-thousand", which must be said out loud by the kicking coach. Kicking coach may not look at board during the count. If kicker is not tackled, all punts will be an automatic 40 yards from line of scrimmage, with kicking coach determining where ball lands, i.e. right or left hash mark, or center of field. Never the sidelines. Runback will be the same rules as on kickoff.
RULE 6. EXTRA POINT. Extra point is no longer automatic. The NHFL goal posts will be used to show clearly the results of every extra point attempt. However, a coach may choose to go for two extra points, and normal rules apply.
RULE 1. PASSING. On a pass play, if all receivers are covered, the quarterback may run the ball. Coach may adjust TTC base on QB and angle QB to run. All unegaged defensive players may be angled by the defense. Once set, switch is turned on and play resumes.
NEW! Coaches may choose to use the Passing Sticks instead of the TTQB. Rules to follow soon. Passing sticks consist of red (short), white (medium) and blue (long). The stick used is determined by measuring from the center of the helmet of the quarterback to the center of the helmet of the intended receiver. Magnetic ball marker is placed on field at the very end of the stick at any angle chosen by the passing coach. If complete, normal passing rules apply regarding the angling of players.
EQUIPMENT/FIGURES: These figures only will be allowed for the 2006 Regular Season: Miggle ProLine 1967 Big Men, Miggle standard figures, Haiti repro, Buzzball, and the NEW ITZ figures sold by Miggle only. However, all figures with bases must meet weight restrictions. Players with bases can weigh no more than 3.5 grams. The overriding rule on equipment is that it must be readily available to everyone and currently being sold by existing EF companies, such as Buzzball/S.I.W. Warehouse and Miggle.
EQUIPMENT/BASES: These bases only will be allowed for the 2006 Regular Season: The NEW Miggle ProLine bases (old ones, e.g. "boat bases" are not allowed), Buzzball (all Buzzball bases currently being sold are allowed). Bases may be tweaked. NO BOILED OR WEIGHTED bases are allowed. Bases may have light tape on them, they may be glued temporarily, or they may also be permanently glued to figure as well. Remember bases plus figures must weigh a max of 3.5 grams.
EQUIPMENT/FOOTBALLS: The HEFL will no longer allow EFDW felt footballs as in the past. No more "Puff Daddy's". We are moving to an "easily available to all" format for all equipment and figures. Therefore, all Miggle felt, Miggle foam, and the new Miggle "ice cream sandwiches" are allowed for footballs. Footballs may be colored, coated with clearcoat, etc. Again, the rule here is they must be readily available to all coaches and currently being sold by either Buzzball or Miggle.
EQUIPMENT/PLAYING FIELDS: Playing fields must be Tudor size 620 (not the small version) or larger. If there is disagreement, then a standard Miggle SUPER BOWL board will be used. Here is the only exception to the "readily available to all" rule in that old Tudor 620 boards will be allowed.
RULE 11. TIME LIMIT. Game time is limited to 2 hours and 30 minutes maximum. There will be 16 plays per half in the game. There shall also be a limit of one minute set up time for each coach. Going over one minute will result in a delay of game penalty of five yards. Down will remain the same. If 2 hours and 30 minutes expire before all 32 plays are completed, the game is over anyway. A timer will be used to start all games at the same time and end at the same time. The timer is used as well for each play setup. You'll notice at 2 minutes per play (one minute for each coach), and 32 plays in a game, this means ideally, a game can be played in 64 minutes. "Jaw jacking" time will be factored in, of course, but easily, the two and a half hour format will be met. If you do blow it on time, see the next rule!
TIME LIMIT MODIFICATIONS: If a game has ended by the timer, and the 16 plays of the second half have not been completed, either coach may file a "Protest" to complete the remaining plays. However, both coaches must begin and play their 2nd game scheduled for the day first. Once the 2nd game is completed both coaches must finish their first game. Either coach may PROTEST a game that was taking too much time and did not allow the completion of 32 plays. Only 30 extra minutes will be allowed to finish a Protested game. Once this time expires, the game is final, again, regardless of number of plays completed. If the game is not completed the same day it is scheduled, then the game score will become final, even if the number of plays is short. A coach may only PROTEST one of his two scheduled games that day.
RULE 8. LINING UP PLAYERS-OFFENSE. Offensive linemen must actually be lined up on the line of scrimmage, along with 2 other players, making a total of 7 players exactly on the line of scrimmage. This means the front of the player's base must be touching the line of scrimmage. Players do not have to be a full base width apart, however, no parts of any players may be touching each other.
2006
RULE 9. LINING UP PLAYERS-DEFENSE. Defensive lineman may be lined up in the gaps of the offensive line. The defense does not have to cover every man on the offensive line. However, there can be no "stacking" on the defense, i.e., a player lined up directly behind another player on the defensive line. Stacking is allowed from the third row of defenders on back in the secondary. Players on the defensive line also do not have to be facing directly forward.
RULE 3. PASSING--PUSH RULE. On a pass play, if the Quarterback's base touches any base from one of his own team members, the push rule applies. The QB must run the ball.
RULE 4. AUDIBLE. When an audible is called, the offensive player may pivot up to 3 players in the backfield. This must be done before the play starts. The defense may pivot the same amount of players the offense does, however, not the linemen. All pivoted players on both sides must be behind the line of scrimmage. Any linebackers or defensive backs off the line of scrimmage may be pivoted in response to the offense. They do not have to be 10 yards off the line to pivot.
RULE 12. TIME OUT RULE. Each coach is allowed two timeout plays per half. IMPORTANT NOTE: Timeout plays must be called before the end of regulation play. In other words, a timeout must be called on Play Number 15 of each half. Timeouts may not be called after Play Number 16 has been played, except in the case where a timeout has already been called, then the 2nd timeout play may be called on Play Number 16.
RULE 7. LINING UP PLAYERS BEFORE THE PLAY. Both coaches may start lining players up at the same time. However, the offensive coach must announce "SET" out loud once he is finished lining up his players. Once the offensive coach says "SET", he may not touch any of his players for any reason. When the defensive coach lines his team up, he too must say "SET" out loud. Once the defensive coach says "SET", the offensive coach may indicate run or pass. If run, the offensive coach points to the runner and states who has the ball. However, the offensive coach may call "AUDIBLE". (See Rule 4-AUDIBLE above.) In this case he may adjust up to 3 players in the backfield, but no one on the line of scrimmage. After the audible adjustments, the offensive coach must say "SET" again. Once this is done, the defensive coach may adjust an equal number of defensive players who are off the line of scrimmage. Once the defensive coach says "SET" the switch is turned on and the play begins.