Rulebook

Universal Standards & League Rules

Section 1. Discord Rules

  1. 1.Spam — Spamming in HFC chats is prohibited due to it flooding the chat and interrupting conversations. Punishment: Timeout 5 minutes – 1 hour (depending on severity).
  2. 2.NSFW — Posting any images or content that is Not Safe For Work or inappropriate. Punishment: 1 hour – 1 day; a serious offense can result in a larger punishment.
  3. 3.Hate Speech & Harassment — Harassing someone based on things like their race or religion, continuously, even after they ask you to stop. Punishment: Timeout 1 day – 1 week (depending on severity).
  4. 4.Advertising — Attempts to advertise links, leagues and scams of any kind. Punishment: Timeout 1 day – 1 month (depending on severity).
  5. 5.Doxxing — Giving out personal information of others without their consent. Punishment: Possible ban.
  6. 6.Voice Channel Behavior — “Loud micing” or interrupting voice channels. Punishment: Timeout 5 minutes.

Section 2. League Conduct

  1. 1.Verification — Before a player is able to join a team or walk on and play, they must be verified with Bloxlink. A ticket must be opened if they fail to verify in the game before being leagued.
  2. 2.Illegal Walk-Ons — A player who isn't in the league nor verified during the game on the right account. Penalty: -10 PD for the team (if multiple, instant FFL) and stats will not be inserted for the game.
  3. 3.Alting — Using an alternate account in an HFC game is not allowed. If your main account is banned from Football Fusion, verify your alt account to your Discord account with Bloxlink. Having multiple accounts in the league while signed can lead to a suspension. If your Discord/Roblox account is disabled or banned, make a ticket before gametime.
  4. 4.Gamepasses — HFC allows all gamepasses.
  5. 5.Exploiting/Hacking — Exploiting or hacking in a game to gain an unfair advantage, such as using fast flags, results in a suspension and an FFL. Possession of cheats is also suspendable.
  6. 6.Forfeiting Games — Forfeiting 2 games in a single season without letting HFC know can result in disbandment, plus suspension and blacklist for the franchise owner. If you open a ticket in advance, it is only a franchise strike.
  7. 7.Forcing Game Times — You must make a ticket to be eligible to force a gametime on deadline (1 hour notice, depending on how active scheduling was). Forcing a gametime without staff permission voids the gametime. Do not ping staff unless they tell you to ping them in the thread. All gametimes must be played or forced by deadline; failure results in double FFLs.
  8. 8.Game Limit — The HFC regular season game limit is 12, as the regular season is 12 weeks long. This stops stat padding and reduces the usage of walk-ons. Penalty: 500 R$ / $5 bail; if unpaid, a ban from postseason games.
  9. 9.Rescheduling — Once you confirm a gametime you can't unconfirm without an agreement to reschedule to a different time or date. Penalty: FFL on the week + franchise strike.
  10. 10.Exploiting/Cheating — Any type of exploit or cheat results in an FFL. Player penalty: 5 season suspension + team FFLed; repeat offenses lead to expulsion.
  11. 11.Usernames/IGNs — Any usernames relating to pedophilia, incest, or any inappropriate intentions lead to bans inside HFC. Player penalty: suspension or ban.

Section 3. Game Rules — Pre-Game & Setup

  1. 1.A standard game is 8v8. If a team has 7 and the other has 8, the team with 8 can force an 8v7. If both franchise owners agree, a game can be played 7v7 to 8v8 — nothing higher or lower. Penalty: possibility of an FFL, and disbandment with a suspension and blacklist for the FO.
  2. 2.HFC allows 1 walk-on per game. The walk-on must be in HFC and verified with Bloxlink. Not being verified on the right account is illegal and considered alting. Penalty: possible redo or FFL.
  3. 3.Game Setup — QB Boundaries: Classic. Fumble Chance: 1%. Time of Day: Noon unless both FOs agree otherwise. Weather: Clear unless both FOs agree otherwise. Captains: none.
  4. 4.Commands — /TempAdmin for the opposing FO & GM/HC/AC (only 2 admins per team inside HFC).
  5. 5.The server owner must run /Gamerule Anglerule False to disable angling inside VIP servers. Penalty: possible redo and maybe FFL.

Section 3. Game Rules — Gameplay

  1. 1.Kickoffs — /newplay on kickoffs is allowed, but you cannot /newplay for the other team. Penalty: 5 yard penalty.
  2. 2.Too Many Men on the Field [TMM] — One team has more players on the field than agreed or allowed. Does not apply where a team is forced an extra player due to the opponent lacking the minimum. Penalty: 15 yard penalty | loss of down | clock reset to previous down.
  3. 3.Not Enough Men on the Field [NMF] — Hiking with fewer than 6 players on the field for multiple plays (unless someone is in the locker where there aren't 6 people on the team) can result in an FFL if the opposing team makes the ticket. Penalty: if FFLed, franchise strike.
  4. 4.Forcing [Force] — HFC allows a force. Example: an 8v8 is agreed but you only have 7, so the opposing team can force a 7v8. If no player amount was agreed, you can force 1 extra player than the opposing team, up to a 7v8.
  5. 5.Running on a Force [ROAF] — The team with the extra player cannot run. Penalty: 10 yard loss | loss of down | clock reset to previous down.
  6. 6.Grounding [GR] — The quarterback intentionally throws the ball away from any receiver with no intention of completing a pass. Grounding in the endzone results in a safety. Penalty: 10 yard loss | loss of down | clock reset to previous down.
  7. 7.Offensive-Line Rollout [OLR] — An offensive lineman catches the ball from a direct pass by the quarterback. Penalty: 5 yard loss | redo of play | clock reset to previous down.
  8. 8.Double Blocking [DB] — Two offensive linemen block at the same time. Teams inside either 20 yard line are exempt. Penalty: 10 yard penalty | redo of play | clock reset to previous down.
  9. 9.TE Usage [TEU] — The TE must line up at the line of scrimmage and can only go 5 yards back. Only 1 TE is allowed in HFC. Penalty: 5 yard loss | loss of down | clock reset to previous down.
  10. 10.Milking [MK] — A quarterback or receiver purposely wastes time while in the lead. Does not apply when the QB is not being rushed (assuming no player advantage) or when kneeing to waste time. Milking is allowed in the last minute of the 2nd and 4th quarter. Penalty: 15 yard loss | loss of down | clock reset to previous down.
  11. 11.Stacking [ST] — A player stacks on top of another player. Penalty: 5 yard penalty | loss of down | clock reset to previous down.
  12. 12.Glitch Abuse [GAB] — Abusing a glitch leads to suspension.
  13. 13.Out of Bounds Routing [OOB] — A player routes or covers out of bounds for over 5 yards intentionally, or in the redzone. Penalty: 15 yard penalty | loss of down | clock reset to previous down.
  14. 14.P-Clock [PCK] — A team may pclock 5 times for 60 seconds; using 99 counts as 2 pclocks. If a team runs out of pclocks for the half, the opposing team can unpclock it. All pclocks must occur when the clock is not live.
  15. 15.Lag Warning [LW] — A player who lags three times in a single game and is called by the opposing team must be benched 5 minutes (1 quarter). If they continue lagging on return, they are benched for the remainder of the game.
  16. 16.Server Change [SC] — If a team's server is excessively lagging for multiple players, they can request a server change with the opposing FO. If the FO declines, the server stays the same for the rest of the game unless the referee overrules the decline.
  17. 17.Going For It [GFI] — GFI isn't allowed unless the game gives you the option to go for it.
  18. 18.4th & 25 [4th] — In the 4th quarter a losing team may request a 4th & 25 after scoring, taking 4th down at their own 25. One offensive lineman is allowed; no tight end or chips. Convert and the team keeps possession; fail and the opposing team takes over where the ball is downed.
  19. 19.Mercy Rule [MR] — The default mercy rule is 35 points. Unless both coaches agree to continue, a team that does not take its mercy voids it for the rest of the game until it must be called at a lead of 60.
  20. 20.No Shows — The timer begins when the link is sent after gametime. Example: gametime is 10:30 and the link is sent at 10:35 — the 15 minute no-show timer starts at 10:35 before an FFW can be claimed.

Section 4. Franchise

  1. 1.Roster [R] — You have 24 hours to have 4 players on the roster and 2 days to have 8 players in order to keep your team. Penalty for missing 8 in 2 days: franchise blacklist + possible suspension if no attempt was made.
  2. 2.Signings [S] — Teams have until 15 minutes after the scheduled gametime to roster all participating players. One walk-on is permitted for non-playoff games only; walk-ons are prohibited during playoffs.
  3. 3.Transfer Ownership [TO] — Make a ticket beforehand and add the person you're transferring FO to. Both must agree. Cost: $5 or 500 Robux.
  4. 4.Inactivity [IN] — If none of a team's coaches say anything in the week thread, the team is disbanded instantly and blacklisted. A decent attempt at scheduling is only a franchise strike.
  5. 5.Forcing Rights [FR] — If no agreement is reached before deadline day, the coach who was most active scheduling across the 3 days is handed the force.
  6. 6.Signing Deadline [SD] — Sign your players by the set signing deadline. Signing afterwards costs money; signing without paying leads to player suspension and possible disbandment. Penalty for signing late without paying: possible FFL, plus the player is suspended for the whole playoff + 3 weeks of the regular season.
  7. 7.Forcing Game Times — When a force is granted you must notify the opposing coaching staff with 2 hour notice and a ping, for gametimes between 7–10pm EST. Penalty: dual FFL if the opposing team was inactive; if the forced team shows, they get an FFW.
  8. 8.Challenging [CH] — You must have clip proof showing how it affected the play, not screenshots.
  9. 9.Posting Stats [PS] — You have 24 hours after the original gametime to post stats. If the opposing team challenges, you get FFLed for not posting stats in time.
  10. 10.Link Priority — The higher seed has link priority.

Section 5. Admin Abuse

  1. 1.Admin abuse is separated into three categories: severe, moderate and mild. Each has its own level of punishment. Some punishments may carry an additional -7 if a touchdown was scored.
  2. 2.Severe (FFL / -7) — Kicking players and preventing them from rejoining; editing game mechanics such as BallGravity without permission; changing the score and refusing to revert; illegally changing the score to cost a 2-point attempt; God Mode, WalkSpeed, JumpPower, Invisibility and similar advantages; forcing a fumble via commands; mass game-altering visual commands that affect playability; refusing to add required players; editing the game clock without justification; illegal turnover command while keeping the ball (automatic -7).
  3. 3.Severe — Stat padding against a team with too few players: stats for the game are wiped or all players' season stats are wiped. Mutual stat-padding agreements: double disbandment, both teams' season stats invalidated and ownership bans.
  4. 4.Moderate (-2) — Newplaying during an active play or kickoff, or after being auto-flagged; killing or smiting an opposing player during a play; illegally milking the clock with commands; flagging during a play instead of challenging; illegally flagging and keeping a false penalty; kicking a player who rejoins on the same account; teleporting during an active play; /m for unrelated or trolling messages during a play; troll commands such as Tool or Explode during a play; nochatting an opposing player during a play.
  5. 5.Mild (-1 / warning) — Misusing /m outside active gameplay; nochatting a player outside a play; using admin commands to troll outside active gameplay; troll commands such as /chat outside a play (no penalty, ban if serial).

Section 6. Post-Game Challenges

  1. 1.Purpose — The Post-Game Review System resolves legitimate rule violations that were not properly addressed during gameplay. It is not a second chance to dispute a loss or hunt for technicalities. All tickets must be submitted in good faith, in time, and with sufficient evidence for the Justice Department to rule fairly.
  2. 2.1. Eligibility — A team may open a Post-Game ticket when it believes a rule violation occurred in an official game and was not properly resolved in-game. Normal gameplay calls must be submitted within two hours of the original scheduled gametime; after that they are final.
  3. 3.2. Exceptions to the Two-Hour Deadline — Only serious competitive-integrity violations may be reported later: alting, exploiting and cheating. These may be investigated after the deadline because evidence may not surface until after the game. All other calls must be challenged within two hours.
  4. 4.3. Declined In-Game Challenges — If a team properly challenges a play and the opposing team declines, the play may go to Post-Game Review. Footage must clearly show /mm challenge, the entire play, /pclock 60, the opposing team declining, and open chat logs in the clip. Missing, heavily edited or misleading evidence may cause a denial.
  5. 5.4. Evidence Requirements — The submitting team is responsible for providing sufficient evidence: video footage, screenshots, chat logs or other information permitted by HFC rules. Evidence may not be manipulated, selectively edited or presented misleadingly. Justice is not required to penalize when evidence is insufficient.
  6. 6.5. Justice Department Review — Justice may consider the footage and evidence, the rule allegedly violated, the full context of the play, game and chat logs, evidence from either team, whether proper challenge procedures were followed, and anything else needed to rule. Members must remain impartial and rule on evidence, not team affiliation, personal disputes or the final score.
  7. 7.6. Successful Challenges — If Justice finds a rule was violated, the challenge is successful and the offending team receives the penalty set by the applicable rule, applied to the official game result where relevant. A successful challenge does not automatically change the winner.
  8. 8.7. Unsuccessful Challenge — 3 PD. If Justice determines the challenged call was not a rule violation, the challenging team receives a 3-point deduction. This discourages unsupported challenges while still allowing legitimate disputes.
  9. 9.8. Scoring Play — 7 PD. If the challenging team scored on the play it is challenging and the challenge fails, the deduction becomes 7 points instead of 3. The penalties are not added together.
  10. 10.9. False Cheating Tickets — 21 PD. A team is not penalized 21 PD merely because a cheating allegation could not be proven. But knowingly submitting a fabricated or deliberately misleading cheating ticket to ragebait, harass, manipulate a ruling or obtain an illegitimate win results in a 21-point deduction. Justice must have reasonable grounds that the report itself was dishonest.
  11. 11.10. Ticket Conduct — Post-Game tickets are official proceedings. Ticket flooding, ragebaiting, harassment, intentionally irrelevant arguments, falsified evidence, or pressuring Justice members into changing a ruling are prohibited.
  12. 12.11. Attempts to Abuse Post-Game — The system may not be used to manipulate results, including meritless tickets filed to reverse a legitimate loss, force point deductions, harass another team, waste Justice resources, misrepresent what occurred, or exploit technicalities while withholding context. Deliberate abuse may carry additional discipline.
  13. 13.12. Final Rulings — Once Justice issues its final ruling, it is enforced under HFC regulations. Disagreement alone does not justify duplicate tickets or repeatedly contacting Justice members.
  14. 14.Quick Penalty Reference — Successful challenge: applicable rule penalty. Unsuccessful normal challenge: 3 PD. Unsuccessful challenge on a scoring play: 7 PD. Knowingly false or bad-faith cheating ticket: 21 PD. Normal call submitted after 2 hours: ineligible. Alting, exploiting or cheating after 2 hours: may still be reviewed.

Section 7. Staff vs Tickets

  1. 1.Ticket Conduct & Team Representation — Staff must stay professional in tickets, especially when a ticket involves their own team.
  2. 2.Policy — Staff may not enter, interfere with, or repeatedly message a ticket in order to defend, argue on behalf of, or influence a matter involving their own team.
  3. 3.If a staff member believes a decision or complaint is incorrect, they should open a separate opposing/appeal ticket and let the appropriate department review it.
  4. 4.Repeatedly messaging or flooding the original ticket may result in a 3-point deduction per unauthorized message and one staff strike.
  5. 5.This policy applies to all staff ranks and departments. Moderation, Executive, Director and Justice Department staff must enforce it consistently.
  6. 6.Purpose — To prevent ticket flooding, conflicts of interest and unnecessary arguments while ensuring disputes go through the proper review process.
  7. 7.Once permitted, or once the issue is resolved, staff may speak in tickets against them. You may not talk in order to disrupt the call; assisting is fine, but you cannot influence a decision by interfering.