League Operations

GCFL Rulebook

Everything you need to run and play an official GCFL game — from server setup and start-of-game procedure through penalties, special teams, formations, and overtime.

Game Setup

Before the game starts the referee must create the server and send the code to both franchise owners, ensuring both are ready. Make sure the streamer is in-game and prepared so everything is organized and set.

Server Settings

  • Turn off Public Listings — the server should not be locked.
  • Set play clock size to 20.
  • Quarter length is 4 minutes, unless a primetime game or game of the week, which is 5 minutes.
  • Turn off pass break up, hitstick, and trucking.
  • Format is 7v7 – 9v9.
Webhook: Referees must request the stats webhook from a high rank before the game — it drives stats and reporting.

Team Arrival

Games should start at the scheduled time. If there is a delay:

  • If Team A has fewer than 7 players 15 minutes after the scheduled time, Team B may take the forfeit win (21–0) or allow extra time.
  • If both teams have fewer than 7 players 15 minutes after, it is a two-way forfeit.
  • Both teams may agree to reschedule within the same week's deadline.

Start of Game

Both head coaches must be given admin using :padmin roblox-username. Once both are ready, the server owner starts the game from Intro. No game starts more than 15 minutes after the scheduled time, regardless of readiness.

First Play

No returns — line it to -10 and call :turnover twice after kickoff. Then extend the play clock with :pclock 100, giving both teams time to set up. The ball must be hiked before 100 seconds expire.

Start of Drives

Before the first play of a drive, either team can call "subs", "not ready", or "nr". The referee or head coach runs :pclock 50. If defense calls subs, offense must wait until 10 seconds remain before hiking — unless defense says "ready". Each team has a 3 NR limit.

Formations

GCFL uses two base formations, each with a centered and an offset variant. Positions are numbered by their in-game jersey. Centers and the quarterback occupy the blue zone; tight ends control the red zones. The dashed lines mark the two hashes.

1C · 2TE (Centered)

20 20 10 10 1 TIGHT END 3 CENTER 13 QUARTERBACK 0 TIGHT END
1C One center — snaps to the QB, controls the middle.
2TE Two tight ends — control the outside lanes.
  • The center is directly in the middle between the two hashes and snaps the ball.
  • The quarterback lines up directly behind the center.
  • Tight ends line up wide on each side and control the outside lanes.

1C · 2TE (Offset)

20 20 10 10 1 TIGHT END 3 CENTER 13 QUARTERBACK 0 TIGHT END
1C One center — offset to the right hash.
2TE Two tight ends — control the outside lanes.
  • The center and quarterback shift to the right-sideline hash, between the two zones.
  • The center snaps from the right hash with the QB directly behind.
  • Tight ends still line up wide and control the outside lanes.

2C · 1TE (Centered)

20 20 10 10 2 CENTER 1 TIGHT END 13 QUARTERBACK 3 CENTER
2C Two centers (left & right).
1TE One tight end (middle).
  • Two centers protect their respective left and right sides.
  • The tight end plays the middle between the hashes.
  • The quarterback is centered directly behind the tight end.

2C · 1TE (Offset)

20 20 10 10 2 CENTER 1 TIGHT END 13 QUARTERBACK 3 CENTER
2C Two centers (left & right).
1TE One tight end (middle).
  • The quarterback is offset to the left.
  • The ball is snapped to the center on the left side.
  • The tight end plays the middle; centers play the outside lanes.

Challenges

Default calls stand unless challenged. You may challenge to over-rule a flag, contest a lag sack, or claim too many blockers. Challenges are only allowed under 2 minutes in the 2nd or 4th quarter. A failed challenge costs one timeout. Command: :challenge

Penalties

Both head coaches are responsible for obeying the rulebook and the referee's call.

Delay of Game5 Yds & Loss of Down
Play clock expires before the ball is hiked.
Ineligible ReceiverIncomplete
A player steps out of bounds before the ball is thrown and then catches it. Reset to the previous yard line and change to previous down + 1. Applies to defensive players too.
Illegal Formation (2C/1TE)-5 Yds
Center lines up within 5 yards of the LOS or inside/on the hash before the snap; a non-TE player lines up within the hash marks; or any player (including the TE) lines up on the hash before the snap.
Illegal Formation (1C/2TE)-5 Yds
Center lines up next to (not in front of) the QB; a TE lines up more than 2 yards from the LOS; or any player besides the center lines up on the hash (if the QB pad is on the hash). Illegal Formation is at referee discretion based on positioning at the snap.
Lag Sack5 Yds & 1st Down
A lagging DE sacks the QB — identified if the DE falls after the QB falls. Three lag warnings = ejection.
GroundingSpot Foul, Loss of Down, -15
QB throws with no receiver in the area while in the pocket. Outside the pocket the ball must cross the LOS; if it goes out of bounds it's spotted where it crossed.
Head RidingSpot Foul / Loss of Down
On offense → loss of down, ball at previous spot. On defense → offense gets the ball where the interception occurred.
Too Many Blockers (TMB)-5 Yds & Loss of Down
Four or more players block on one play. Invalid on runs. Players getting off the LOS should block backward; forward blocking may be called at referee judgment. Blocking forward is allowed only if the defender initiates contact first.
Center Rollout5 Yds & Loss of Down
No player is behind the LOS before a QB pass. Passes to the center or last blocker count as grounding.

Special Teams

  • Forced punts are required unless under 2 minutes in the 2nd/4th quarter.
  • You can block on onsides.
  • No fake punts.
  • Onside kicks are only allowed under 3 minutes.

Fumbles

  • The QB can always fumble.
  • A DB can fumble after crossing the LOS on a return.
  • A receiver can fumble behind the LOS.

Milking

Teams can only waste time within these limits:

  • Must hike before the play clock drops below 10 seconds — if not, time is added back.
  • Dismissed under 1 minute left in the 2nd or 4th quarter.
  • A QB dropping 30+ yards back stops the clock.
  • Clock stops on sacks behind the LOS in the 2nd/4th unless the offense trails.

Overtime — Sudden Death Shootout

The team that received first in regulation decides to receive or defer. Each team starts at the opponent's 35-yard line and gets a chance to score. The game ends when one team fails to match the other's score.

  • TD vs turnover → game over
  • FG vs TD → game over
  • 1pt vs 2pt → game over
  • Missed conversion → game over

Mercy Rule

If a team leads by 40+ points, the game is called final.

Game of the Week / Primetime

  • A 10-minute grace period is allowed for setup or late arrivals.
  • If a team fails to appear within 15 minutes, the ref and opposing team may wait a 20-minute grace period; otherwise it's a forfeit loss (21–0).
  • The referee may report the forfeit to league officials immediately.
  • No walk-ons: players cannot join a team without being registered before the game starts.