League Operations

AFL Referee Manual 2026 Edition

The official guide for AFL referees — server setup, certification, pre-game procedure, in-game commands, penalty enforcement, and overtime operations.

ashley
ashley Written by · League Operations
Updated Aug 2, 2026 Read Sections
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Roles & responsibilities

Competition operations staff

  • Oversees scheduling & final score reporting
  • Assigns referees & streamers
  • Handles head coach disputes

Referees

  • Confirm server setup & webhook usage
  • Enforce the rulebook
  • Manage the game & play clock
  • Report final scores

Official server setup

Authorized server creation

An official AFL game server may be created by:

  • A head coach
  • A certified referee

Required server settings

The following settings must be applied to your server. You must set your server up first and ensure the webhook works in order to get certified as a referee.

Server access
  • public listing: off
  • group-only: on
  • group id: 35298178
  • minimum rank: 5
Gameplay settings
  • fumbling chance: 1
  • play clock length: 20 seconds
  • quarter length: 4 minutes
  • pass break-up: disabled
  • trucking: enabled
  • hitstick: enabled
Image placeholder — screenshot of the in-game server creation menu with the required access & gameplay settings toggled correctly (public listing off, group-only on, fumbling 1, play clock 20, quarter 4, PBU off, trucking on, hitstick on).
Correct server settings

Failure to comply may result in:

  • Lost stats & mandatory recovery
  • Disciplinary action

Webhook & stat verification

Webhook requirement

All official AFL games must have a webhook attached in order to pull analytics from games.

Testing webhooks

In order to check if your server is properly set up, start a game & run the ball into the endzone. Then use the command: :endgame

  • If you look in the Discord channel where your webhook is attached, you will see a message with details from the game. This includes a CSV file that contains all statistics.
  • After doing this, a senior operations member will validate that it worked correctly and certify you as a referee.
Image placeholder — screenshot of the Discord channel showing a successful webhook message after :endgame, with the attached CSV stats file visible.
A working webhook post

Team arrival & pre-game procedures

Scheduled start time

Games are always expected to begin at the scheduled time. You should provide the server ID to both head coaches at least 10 minutes before the scheduled time.

Admin permissions

Both head coaches must be granted admin upon joining. In order to grant admin:

  • 1.) Click manage server
  • 2.) Navigate to server settings
  • 3.) Navigate to the admins panel
  • 4.) Type the person's name exactly as is — sometimes you'll have to type it more than once

Whenever clearing previous admins, note that the panel will bug if you try adding somebody new at the same time, forcing you to reopen the panel & repeat the steps.

Image placeholder — screenshot of the admins panel inside server settings, showing where to type a head coach's username to grant admin.
Granting admin to head coaches

Game start procedures

Server start

  • Once both head coaches confirm readiness, the server shall be started from Intro.
  • Games must begin no later than 10 minutes after scheduled start time — no matter if either head coach is ready.

Delay thresholds

  • If Team A has fewer than 7 players 10 minutes after the scheduled time:
    • Team B may accept a forfeit win, or
    • elect to extend the delay
  • If both teams have fewer than 7 players 10 minutes after the scheduled time:
    • A two-way forfeit is issued
    • Teams may reschedule within the current week deadline

First play setup

After kickoff, the referee or a head coach executes: :pclock 100

  • The first pclock of the game will always be 100
  • The ball must be snapped before expiration
  • No additional extensions are permitted

Drive start & substitution procedures

Line of scrimmage adjustment

After kickoff, you must move the line of scrimmage back to the 25-yard line (if the kickoff resulted in a touchback): :line -10

Substitution calls

Before the first snap of a drive, either the offense or defense may call "subs", "not ready" or "nr". If called before the ball is snapped, execute: :pclock 50

Defensive substitutions

  • If the defense calls subs, the offense must wait until 10 seconds remain on the play clock to hike the ball
  • The offense may snap earlier only if the defense confirms readiness
  • Any player on the team that calls "ready" is valid

Challenge handling

Calling a challenge

If a head coach feels warranted, they will call a challenge using: :challenge

This must be called:

  • Before the ball is snapped
  • Before a point after attempt
  • Before kickoff after a score
Acceptable challenges
  • Determining if a receiver landed inbounds
  • Suspected lag sack on the quarterback
  • Too many blockers on a play

Challenges can only be called under 2 minutes in either the 2nd or 4th quarter. Failing to overturn the play will cost the challenging team a timeout.

Review handling

Once a challenge is called, stop or set the play clock using either command: :pclock 999 or :stopclock

  • If a challenge is called for a scoring play, change the play state to allow for re-organization: :changestate play
  • If a challenge is called & the ball is snapped, reset the play by using: :newplay
  • Announce that the previous play is under review to notify both teams: :m under review

Timeouts

An unsuccessful challenge results in the loss of a timeout from the team who is challenging.

Special teams operations

Fourth down options

  • Teams are forced to punt if it is 4th & 8 or longer
    • This doesn't apply under 2 minutes in the 2nd & 4th quarter

If a team incorrectly chooses a 4th down option, you can correct it by using: :changestate punt

If the offense is on the defensive side of the field, and the game does not give them an option to punt, they may request for you to change the play to a punt.

Fake restrictions

Fake punts & field goals are not allowed at any point in the game. If a team uses a fake punt/field goal, execute the following commands: :newplay :turnover

If a team fakes a point after attempt, remove the points scored (if any): :score home/away X

Onside kicks

Onside kicks are only allowed when there are 3 minutes or less remaining in the 4th quarter, the team is trailing, and the game is not tied.

If a team goes for an early onside, use the following command: :changestate kickoff

Pin kicks

  • Teams may announce pin kicks once per half, allowing the returning team to return the kickoff
  • Must be announced at least 3 seconds before the kick
  • Returning team can fumble

Time management & milking

You must pay close attention to the game clock throughout the game — teams may attempt to abuse it.

Play clock usage

  • The offense must snap before the play clock drops below 10 seconds
    • If it is under 1 minute in the 2nd or 4th quarter, these restrictions do not apply
  • Failure to hike results in time being restored to the game clock

You can do so by counting the amount of seconds the offense went over, and adding it to the game clock during or after the play is over: :seconds 34

Clock stoppages

  • QB retreats more than 30 yards → clock stops
  • If the offense is tackled behind the LOS in the 2nd or 4th quarter while leading → clock stops

If there is a circumstance where the clock needs to be stopped, it must be done immediately using this command: :stopclock

The clock will automatically resume itself after the ball is snapped the following play.

Penalty enforcement

As the referee, your call is final. Ensure both head coaches stay civil about penalties — both teams are responsible for obeying the rulebook & going by your call. Below is every enforceable penalty and its cost.

Delay of game 5 Yds & loss of down

The play clock expires before the ball can be hiked.

Too many men 5 Yds or free play

Either the offense or defense has more than 9 players on the field during a play.

Ineligible receiver Incomplete

The receiver steps out of bounds before or after the ball is thrown & catches the pass. This also applies to defensive players & will still result in an incomplete play.

Lag sacks 5 Yds & 1st down

A heavily lagging defensive end sacks the quarterback. Signs of a lag sack: the defensive end falls down a few moments after the quarterback falls, or the distance the player was sacked from is unrealistic.

  • If called, the defensive end receives a lag warning — 3 warnings result in an ejection from the game
Grounding Spot foul & loss of down

The quarterback, while in the pocket, throws a pass with no receiver in the area. The ball must land within 15 yards of an eligible receiver.

  • If the quarterback is outside of the pocket, a pass just has to cross the line of scrimmage to avoid a grounding call
  • While in the air, if the ball crosses out of bounds, that is where the ball will be marked down
Head riding Spot foul / loss of down

A receiver or defensive back rides atop another player's head & catches the ball.

  • Called on the offense: loss of down & ball spotted at the previous spot
  • Called on the defense: spot penalty — the offense gets the ball where the interception occurred
Trucking Spot of occurrence

A player uses the trucking mechanic during a play. Trucking is only legal when:

  • The quarterback hands the ball off to a player (running back)
  • The quarterback throws a backwards pass, allowing the running back to truck
Illegal motion Redo of down

A receiver dives after catching the ball behind the line of scrimmage.

  • Applies to all screen / quick passes
  • Does not apply to passes over 20+ yards of distance between quarterback and receiver
Center rollout 5 Yds

Centers cannot rollout / cross the line of scrimmage at any time.

Illegal formation 5 Yds
  • Tight ends must be up on the line of scrimmage before the snap
  • Wide receivers cannot line up inside the hashes
  • Improperly lining up based on blocking formations — see the blocking section of the rulebook for the 1C·2TE and 2C·1TE diagrams
Too many blockers 5 Yds & loss of down

More than 3 players block on a play, or a tight end goes past their 5-yard limit (depending on blocking scheme). If more than 3 players block, the offense must run the ball — any attempt at throwing draws the flag. Blocking is judged on intention and referee discretion.

Enforcing a penalty

When enforcing yardage or down changes, use the appropriate commands:

  • Move the line of scrimmage: :line XX
  • Reset the play after an illegal snap: :newplay
  • Correct the score if points were scored illegally: :score home/away X
  • Announce the call to both teams: :m [penalty] on [team]
Image placeholder — quick-reference graphic: a table/cheat-sheet of all penalties with their yardage costs, styled like a broadcast graphics card, for referees to keep on a second monitor.
Penalty quick reference

Overtime operations

End of game procedure

If the game is tied at the end of regulation, the game goes into a sudden-death overtime period. Whoever won the coin toss at the start of the game will receive the ball first.

First possession setup

Depending on who is receiving the ball first, you may need to turn over possession using: :turnover

Now, move the ball to the opponent's 35-yard line. Execute the following command (multiple times if needed): :line XX

Once the ball is placed at the 35, set the play clock to allow both teams to get their lineups ready: :pclock 99

Image placeholder — field diagram showing the overtime starting spot at the opponent's 35-yard line, with an arrow indicating the drive direction.
Overtime possession setup

Alternating possessions — OT 1-3 (6 total possessions)

  • Teams cannot attempt a 1-point conversion under any circumstance
  • Teams cannot attempt a 2-point conversion until OT4

After a team scores, use the following command sequence to set up the next drive for the other team: :changestate play :turnover :line XX

  • If the offense fails to score, the game is over; if the offense scores, the game continues to the next overtime period
  • If both teams fail to score, the game continues to the next overtime period

Overtime periods 4+

  • Teams still cannot attempt a 1-point conversion under any circumstance
  • Teams are able to attempt a 2-point conversion — if the other team fails to match the score, they lose

Mercy rule

If at any point in the game a team leads by 40 or more points, call the game final.