AFL NORTHERN TERRITORY DEFENCE JOBS AFL CARNIVAL RULES & REGULATIONS 1. The Defence Jobs AFL Carnival is an AFL NT endorsed event and all players and officials are subject to these Regulations and NTFL Competition By Laws and the Laws of Australian Football. 2. All interpretations of rules and regulations for the safe and practical conduct of the Defence Jobs AFL Carnival will be the responsibility of the Carnival Coordinators. There will not be any further avenue of appeal. 3. Nominating teams must play in or represent a recognised competition. 4. Teams which participate in recognised Indigenous Community competitions will be eligible for the Defence Jobs AFL Community Cup. 5. All registered players competing in the NTFL competition must play for the clubs with whom they are registered unless approval is received from that club and lodged with the AFL NT office by 12 noon on Friday October 1st 2010. 6. The Football Operations Manager shall at his discretion allow players who are currently under suspension to play in the Defence Jobs AFL Carnival. Clubs must obtain permission in writing from the Football Operations Manager at least seven (7) days prior to the Defence Jobs AFL Carnival for players under suspension. 7. All match times for the Defence Jobs AFL Carnival will be at the discretion of the Football Operations Manager or his delegate. 8. Each team may name a squad up to 35 players for the duration of the carnival which must be lodged 10 minutes prior to commencement of their first game. No alterations/additions will be accepted to this list. 9. No player may compete for more than one team. 10. Twenty-four (24) listed players may only be used per match. Only eighteen (18) players allowed on field at anytime, with up to six (6) interchange. All changes must be made through the interchange area. Any player, who leaves the field of play other than through the interchange area, will not be permitted back on for the remainder of the game. (Other than in accordance with Laws of Australian Football). 11. All teams must be ready to run onto the ground five (5) minutes before their scheduled start time. 12. Where two teams have identical jumpers, a coin toss will decide who wears a spare set of jumpers, provided by AFLNT. 13. All officiating umpires will, through the field umpires, have the power to send a player off the ground for the remainder of the match for a breach of the AFL Laws of the game with a red card. The player is ineligible to participate in any further part of the carnival. If in the opinion of the umpire the carnival convener or his appointed delegate the breach of the laws of the game is of a serious nature the matter will be dealt with in accordance with the AFLNT constitution and NTFL Competition By Laws. 14. Water persons, runners, trainers, etc must be identifiable with their teams, (by wearing approved team T-shirt etc and covered footwear). Team official uniforms, must clearly contrast with participating teams uniform. 15. In the event of draw (except for the grand final) the game will be decided by a goal shootout. The two captains will arrange their teams into a single line. Five players from each team will have a shot at goal from 30 metres out at a 45 degree angle (approx). ONE SHOT PER PLAYER – two (2) defenders allowed in the goal square. 16. If scores remain equal after the initial shots teams to shoot alternately until one team fails. 17. A draw in a grand final will be decided by extra time. Teams will change over immediately, without a break, and play five minutes each way. If scores are still tied after extra time, the timekeepers will not sound the siren until a score is registered. The final siren will be sounded when that score is registered. 18. SPECIAL RULES - Special rules may be adopted and advised to participating teams prior to the championships. a) Any ball hitting the goal or behind posts during play that does not fully cross the goal or boundary line will be called play on. b) The boundary umpire will move in 10 metres from the boundary line to return the ball to play at all throw ins and no players will be allowed to stand or run through that protected 10 metres back to the boundary line or a free kick will be awarded. c) A nine point score for goals scored from outside the 50 metre arc and/or if a 50 metre penalty is paid outside the 50 metre arc and converted for a goal, which will be signaled by the goal umpire raising two flags (one White & one Purple) directly above their head for five (5) seconds. d) Play on to be called for any mark taken from a kick backwards to a teammate, except if the player marks the ball in his own attacking 50 metre arc. e) The team nominated as the home team will kick to the airport end of the ground. There will be no coin toss. f) For a deliberate rushed behind by the defensive team, a free kick shall be paid at the point where the ball crossed the goal line. (as per the new 2010 Laws of Australian Football) 19. Field Umpires must complete vote cards for all Carnival Matches – in a 3, 2, 1 system as a medallion will be presented to the player of Carnival.
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