METRO YOUTH FOOTBALL-KC

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LEAGUE FORMATION The Metro Youth Football-KC League will provide games for area youth football clubs and teams. The league will deal with issues such as team formation rules, division formation rules, schedules, games, and locations. A unified board of volunteers will help with the league. All decisions pertaining to the league and schedule will be made by the board. The purpose of the league is to provide a safe and fun environment for youth football teams. It is vital that any person affiliating with Metro Youth Football-KC understands that the development of youth in the sport of football is the primary function. DIVISIONS: OPEN D1*: The maximum roster is recommended at 22 players (26 players for 6 th Grade & above); the minimum recommended roster size is 16. The league only recommends the size of rosters, the final decision on roster size is up to the club and/or team. This division is governed by National Federation of High School Athletics Association rules, with a few age specific alterations. OPEN D2*: The maximum roster is recommended at 22 players (26 players for 6 th Grade & above); the minimum recommended roster size is 16. The league only recommends the size of rosters, the final decision on the roster size is up to the club and/or team. This division is governed by National Federation of High School Athletics Association rules, with a few age specific alterations. *The competition level can be declared by the head coach of the team or club administrator. The MYF-KC Board will help determine with the head coach or club administrator and confirm the declaration. K-2 FLAG: This division is purely developmental as our youngest participants learn the game of football. Please see the flag football section of the MYF-KC rules for flag specific rules. CLUB FORMATION: Each team will be part of a club. (For example: DLYF, JCYSA, SSJFA, ) The club is responsible for coach or player issues, non-game team issues, registration, and the formation of teams according to the league requirements for the OPEN D1 & D2 divisions. The league provides the guidelines and the club executes them. The clubs are responsible for all fees for field costs, referee fees, equipment, practice locations, player specific requirements, registration, weigh-in, equipment, proper team formation, etc

RESPONSIBILITY FLOW CHART: ORGANIZATION GOVERNING BODY METRO YOUTH FOOTBALL-KC: Provides games for youth football teams Provides guidance for team formation MYF-KC BOARD THE CLUB: Provides equipment for players and coaches Provides registration and team formation Responsible for all fees for fields and referees OPEN D1 3 RD GRADE THRU 8 TH GRADE Competition level declared by the head coach or club administrators, confirmed by MYF-KC Board. OPEN D2 3 RD GRADE THRU 8 TH GRADE Competition level declared by the head coach or club administrators, confirmed by MYF-KC Board. K-2 FLAG Flag football in preparation for 3 rd Grade Tackle Football TACKLE FOOTBALL: Grades 3 rd 8 th

Team Formation Guidelines: All teams will be formed by standard registration or club registration. Players will be placed on a team representative of their Grade. All players will be required to provide Original Birth Certificate, Grade Card, and Photo. Each Team that plays any games within MYF-KC must have a team official roster binder. This binder must have a copy of each of your player s birth certificate and a corresponding grade card. All teams must have completed team/player cards (league provided template) prior to certification day. Two copies must be brought to your team s designated certification day & time slot, official recorded weights will be recorded on both sheets; one copy belongs to the league, the other copy is to go into your team s official roster binder. Both the binder and completed player cards must be with the team at all league games. There is a league recommended target of 22 players up through 5 th Grade and 26 players through 8 th Grade; however the final determination of roster size is up to each club or team that plays within MYF-KC. Grade Requirements: All players on team rosters must be enrolled in the grade represented by the team registration. Division Age Ball Carrier Weight 3 rd Grade 9 years old* 90 lbs 4 th Grade 10 years old* 110 lbs 5 th Grade 11 years old* 120 lbs 6 th Grade 12 years old* 135 lbs 7 th Grade 13 years old* 150 lbs 8 th Grade 14 years old* UNLIMITED *Cannot turn the year older during the season **Special circumstances could exist and those issues must be brought to the attention of Board for review and approval. A player may play up one division, if a player is playing up he or she cannot drop down a division after the start of the season. Ineligible Ball Carrier Restrictions: All players in all divisions, who exceed the ball carrier weight for their specific division, must play on the line of scrimmage, from tight end to tight end, not split, when playing offense. As a member of the offensive team they may not intentionally possess the ball in any fashion. As a member of the offensive team, if they incidentally take possession of the ball they may not advance it in any fashion and the ball is dead at the point of possession. There are not any restrictions for carrying the ball as a defensive player. Eligible or Ineligible players are allowed to advance the ball while on defense in all applicable divisions.

Defensive Player Exception: METRO YOUTH FOOTBALL-KC All players in all divisions are eligible to carry to ball while playing defense. If a player (restricted by ball carrier weights or not) legally possesses the ball after a fumble or interception they may advance the ball as far as possible until tackled, run out of bounds, or until they score. The ball carrier weights do not apply to the defensive side of the football in any divisions and also do not restrict the position of the player. Game Equipment: Helmet with ear pads, chin-strap, and initial mouth guard must be connected to the helmet, all visors must be clear. Shoulder pads, football paints with hip, buttock, thigh, and knee pads. Cleats must either be rubber molded sole or removable plastic cleats. Metal cleats will not be permitted. All equipment not issued by the league must meet League safety standards. League Game Day Rules: NFHSAA rules apply to all grade and division levels within Metro Youth Football-KC, except as highlighted below to specific grade divisions. 3 rd Grade Specific Rules: Two coaches are allowed on the field during the game. One coach assigned to the line and the other coach assigned to the backfield whether on defense or offense. All coaches must strictly adhere to the on-field coaching rules. No player may occupy the position directly in front of the center. You may not cover the center in any fashion. The nearest player to the center may be head up on the guards, on either side of the center. Defensive line must be one (1) yard back from the offensive line. No more than six (6) defensive players can rush All linebackers must be at least three yards off the line of scrimmage, but No Blitzing allowed on defense. Linebackers may not advance towards the line of scrimmage until the ball is snapped. Fumbles are live: Game Play: Clock will be standard 4, 10 minute quarters. Team have (30) second to place the ball in play. The time will once the official has set the ball for play You will be allowed, however, to split one offensive back no more than five (5) yards outside the tight end. The clock will run continuously except for : timeouts, points scored penalties, and injuries Each team is allowed three timeouts per half, no carry-over, that will stop the clock accordingly in any quarter.

The game is played according to the NFHSAA rules with the exceptions noted regarding coaches, special teams, and defensive alignment. Special Teams Rules: 3 rd Grade Limited Special Teams: Kickoffs are placed at the 25-yard line. Punts are live except for a rush of the punter and no fakes allowed Any extra point kick or field goal kick attempt must be declared prior to the play Extra Points are worth one point if run and two points if passed or kicked. No live rush on extra point or field goal attempt by kick. No fakes if extra point or field goal kick attempt is declared. 4 th Grade Specific Rules: No coaches allowed on the field. There are no special rules for these divisions with regards to game play. NFHSAA rules apply. The special teams rules are specifically identified for each division below. Game Play: All games will be played according to the standard rules of progression football. Downs will be kept and the ball spotted accordingly. Standard NFHSAA rules apply. (Four downs to get 10 yards for a first down, etc ) Clock will be standard 4, 10 minute quarters. Each team is allowed three timeouts per half, no carry-over, that will stop the clock accordingly in any quarter. The game is played according to the NFHSAA rules with the exceptions noted regarding coaches, special teams, and defensive alignment. Special Teams Rules: 4 th Grade Limited Special Teams: Kickoffs are live. Punts are live except for a rush of the punter and no fakes are allowed. Any extra point kick or field goal kick attempt must be declared prior to the play. Extra Points are worth one point if run and two points if passed or kicked successfully No live rush on extra point or field goal attempt by kick. No fakes if extra point kick or field goal kick attempt is declared. 5 th - 8 th Grades: There are no special rules for these divisions with regards to game play. NFHSAA rules apply.

The special teams rules are specifically identified for each division below. 5 th 8 th Grades: Live special teams as governed by the NFHSAA rulebook. Please note the following exception: In the 5 th - 8 th grade divisions, a successful extra point try is awarded one point if run; a successful extra point try by pass or kick is awarded two points. Game Ball Rule: Once the game officials approve a football for play, the game should be completed with the same ball or equivalent ball. Coaches will be made aware of the difference in the actual size of the approved footballs if necessary. The field manager and officials will decide disagreements over the footballs prior to kickoff. Tiebreaker / OT: All regular season games where the score is tied at the end of regulation will be allowed to play a tiebreaker extension. The rules for breaking ties are as follows: A coin toss determines the team who takes first possession. The visiting team calls the toss and the winner of the coin toss chooses whether to play offense or defense. The loser of the coin toss determines the end of the field where the play will occur. The ball is placed at the 20-yard line and the offensive team has possession until they score by touchdown or field goal, turn the ball over on downs, or turn over possession of the ball by fumble or interception. They are eligible to get a first down in the process. If they have a turnover, not resulting in a defensive score, their possession is ended, the teams switch offense and defense and the play resumes. Fumbles and interceptions can be returned the length of the field for defensive scores, which ends the overtime procedure. It is imperative that the officials on each possession note the location of farthest penetration on the LAST play of the series by the offensive team. Each team is given equal opportunity on both sides of the ball. If after one overtime period, the score is still tied, the team with the furthest progress is awarded the one point on the scoreboard to be declared the victor. Mercy Rules (Sportsmanship) 28 points or 5 touchdowns; whichever comes first. Only the losing team may stop the official clock after entering the third quarter of play and one team has a lead of 28 points, or after entering the fourth quarter of play and the lead is 21 points. The winning team may call a timeout as desired but the official clock will continue to run. Any team losing by these margins will have the ball placed at midfield after each touchdown scored by winning team.. Soapbox: At a running clock, the 2nd string should be in the game. The winning team shouldn t be running reverses, naked bootlegs, deep passing routes and on-side kicking. Tell the opposing coach you will run between the tackles. If the losing team is about to score, your first team defense shouldn t be put back into the game to preserve the shut out. Show some good sportsmanship to the other kids.

FLAG FOOTBALL: Grades K 2 nd DIVISION 1 RULE 1. THE GAME, FIELD, PLAYERS AND EQUIPMENT Section 1. General Provisions Article 1. The Game - will be played between two teams of nine (9) players each on a rectangular field with an official K2 football. Article 2. Goal Lines - for each team shall be established at opposite ends of the field, and each team shall be allowed the opportunity to advance the ball across their opponent s goal line by running or passing. Article 3. Winning Team - the team having the highest score at the end of the game, unless it is forfeited, shall be declared the winner. Article 4. Game Officials. The game shall be played under the supervision of at least one official. Article 5. Team Captain(s). The coach will designate to the referee, the team captain(s). If more than one is designated, a speaking captain must be selected. Article 6. Subject to the Rules. All participants are subject to rules of the game and shall be governed by the decisions of the game officials. Article 7. Coaches on the Field. Only one (1) coach per team can be on the field at one time. Section 2. THE FIELD Article 1. Zone Markings. The field shall be marked in 20-yard zones from goal line to goal line. Article 2. Inbounds/Out-of Bounds. The lines bounding the sidelines and end zones are out-of bounds in their entirety. The inbounds area is also bound by the lines. The end zone is part of the width of the field. Article 3. Size of Fields. The fields shall be 80 x 40 yards. When only a 100-yard field is available, soft, flexible pylons can be placed within the field to make it conform to the 80 x 40 field. Article 4. Down Marker. A down marker shall be used to indicate the number of the down and where the ball is placed on the field. Section 3. THE BALL Article 1. Specifications. The official ball will be Wilson K2. Article 2. Use of Ball. The referee shall be the sole judge of any ball offered for play and may change the ball at his discretion. During the game, each team may use its own ball as long as it meets the legal class standard. Section 4. EQUIPMENT Article 1. Legal Equipment. Players of opposing teams must wear contrasting colored jerseys with numbers on the front and rear. Player must wear a mouthpiece. The pants must be a different color than the flags. The visiting team is responsible for changes that are required.

Article 2. - No jersey or pants may cover any portion of a player s flag. Article 3. - Each player on the field must wear a one piece belt with three (3) flags permanently attached. One flag will be on each side and one at the center of the back. The flag shall be 2 inches wide and a minimum of 14 inches long. Article 4. Additional Allowable Equipment. Shoes will be soccer style, non-detachable rubber cleats. Sneakers may also be worn. RULE 2. PLAYERS Section 1. ROSTERS Article 1. Official Rosters must be submitted to the league before the playing season begins. Article 2. Players may not be added to the Official Roster after September 30. Section 2. PLAYERS GENERAL Article 1. Flag football is 9-man football. Article 2. There will be free substitution. All substitutes must report to the huddle. RULE 3. LENGTH OF GAMES Section 1. TIME SEGMENTS Article 1. The games will consist of two halves of 20 minutes each. Article 2. The clock will run continuously during the game and can only be stopped by a timeout. Article 3. There will be two (2) time outs per half unless it is an official s time out. Article 4. There will be a maximum of 10 minutes allowed for halftime. Article 5. Teams in possession of the ball will have 35 seconds to put the ball in play. This includes huddle time. RULE 4. SCORING Section 1. TYPES OF SCORES Article 1. Touchdown is 6 points Article 2. Point after touchdown is 1 point for a run and 2 points for a pass. Article 3. Safety is 2 points Article 4. Forfeited game - Winning team is awarded 7-0 score. DIVISION 2 RULE 1. STARTING THE GAME

Article 1. Coin Toss - at the beginning of a game, a coin is tossed by the referee and the winner decides if they want possession to start the game or they can defer until the second half. The loser has the option of which goal to defend. These choices will be reversed for the second half. Article 2. Ball is placed on the 20-yard line on the 80-yard field. RULE 2. FIRST DOWNS Article 1. Four downs are allowed to advance the ball into the next zone. Article 2. Zone lines are marked every 20 yards. The zone is reached when the forward part of the ball touches, or is advanced through, the zone line. Article 3. The next zone line will be the line to gain for another first down. RULE 3. GIVING UP THE BALL Article 1. If the offensive team fails to make a first down, they will announce to the referee that they will give up the ball. The referee picks up the ball and places it on the 20 yard line. Article 2. The defensive team goes on offense from the placement of the ball with first and zone to go. RULE 4. BLOCKING Article 1. Blocking is done between the shoulder and waist only. There is no blocking below the waist. Article 2. There will be no body, butt or roll blocking. Article 3. Blockers will not use their hands to grab or hold a defensive player. Article 4. Blockers will remain on their feet at all times. RULE 5. BALL CARRIERS Article 1. The ball carrier must not deliberately run or drive into a defensive player. Article 2. The ball carrier will not protect his flags by using his hands, arm or head. (Stiff arming will be considered flag guarding.) Article 3. There will be no running up the middle. The ball carrier must run outside the guards. Article 4. After the ball is snapped the quarterback is free to run. The quarterback must run outside of the guards. RULE 6. CENTER SNAP Article 1. A center snap must be between the centers legs. Article 2. If the snap hits the ground before it reaches the backfield man, it is ruled dead at the spot it hits the ground. RULE 7. FUMBLE RULE Article 1. A fumble will be declared a dead ball and belongs to the team last in possession at the spot where it hits the ground.

Article 2. A fumble that occurs on fourth down, before the ball is advanced to the next zone, or during an extra point will be considered dead and a change of possession will then take place. Article 3. A ball that is fumbled and goes beyond the line to gain will be brought back and marked at the point of the fumble. Article 4. A ball that is fumbled in the end zone by a trapped offensive player, will count as an automatic safety. RULE 8. DEAD BALL Article 1. When a ball touches the ground at any time it will be declared dead. Dead Ball Situations: A. When a player s flag is pulled. B. When a player s body touches the ground. C. Any time a runner or pass receiver s flag is missing. D. When a ball touches the ground by reason of a fumble or center snap. E. If a ball goes out of bounds for any reason. F. An incomplete pass G. After a touchdown or safety. RULE 9. PASSING Article 1. Passing is done from behind the line of scrimmage. Article 2. Anyone behind the line of scrimmage is an eligible passer. Article 3. Double passing is permitted as long as the first pass is completed behind the line of scrimmage and the second pass is thrown from behind the line of scrimmage. This includes the lateral pass. RULE 10. RECEIVING Article 1. Only backs, wide receivers and tight ends are eligible pass receivers. Article 2. Two or more offensive players may touch a passed ball in succession resulting in a completion. RULE 11. 36 POINT RULE Article 1. If a team is ahead by a 36 point differential by halftime, the game will be terminated. If at any time a team reaches this differential in the second half, the game will be terminated. Article 2. The 36 point rule also applies to Tournament and Championship games. RULE 12. DEFENSE Article 1. The defense must line up three yards off the ball. Article 2. The defense must have four (4) down linemen. The number of down linemen should not be more than four (4.)

Article 3. The defense cannot line up over the center. Article 4. After the ball is snapped, the defensive linemen are free to penetrate into the backfield. The defensive linemen cannot run over the center nor can he/she run in between the center and guards. Article 5. There will be no blitzing. RULE 13. DE-FLAGGING Article 1. The ball carrier is downed when his flag has been detached from his belt or if either knee touches the ground. Article 2. The defensive player holds the flag over his head and stops at the point of de-flagging. Article 3. Only the ball carrier s flag can be removed. Article 4. The defensive player cannot grab or hold the ball carrier in order to de-flag him. Article 5. The defensive player must go for the passer s flag and not his arm. RULE 14. PENALTIES Article 1. Major penalties (10 yards) are: A. Fighting (also ejection if official deems it to be serious enough). B. Unsportsmanlike conduct on players and bench area. C. Offensive holding. D. Leaving feet to block. E. Tackling F. Unnecessary roughness. G. Illegal use of hands by blocker. H. Disqualified players re-entering the game. Article 2. Minor Penalties (5 yards) are: A. All offside plays. B. Delay of game. C. Illegal substitution. D. More than 9 men on the field. E. Illegal snap. RULE 15. PROTESTS Article 1. The league will decide and rule on all protests. Article 2. A protest can only be made if it is a matter of rules interpretations, or, if the eligibility of a player is involved. Article 3. The judgment of a game official cannot be protested. Last Edited: 2/13/2018