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K-W Flag Football > Rules

teamplay.ca's K-W Flag Football is a non-contact, self refereed league played with the spirit of sportsmanship, which places the responsibility for fair play on all players. Flag Football is a modified version of tackle football and provides players with a fun opportunity to develop many of the same skills, tactics and strategies without physical contact being allowed. The following is a list of our rules. See "Quick Rules" for an abbreviated version but for a full, detailed explanation please see our "Extended Rules".

SPIRIT OF THE GAME - Paramount in all teamplay.ca sports.
It is the responsibility of every player to play fair and make their own calls - there are no referees. ONLY players on the field involved in the play can make calls -- NOT players on the sideline. Implicit in all teamplay.ca sports leagues is the assumption that no one will cheat to gain an unfair advantage no matter how competitive the game becomes. Players/teams can and will be ejected from the game/league, without refund, for not adhering to teamplay.ca's "Fair Play Rule" (see below).

Rule contents link:

  • QUICK RULES
  • EXTENDED RULES
  • GENERAL teamplay.ca RULES FOR ALL LEAGUES

QUICK RULES for K-W Flag Football:

  • MINIMUM PLAYERS: 5 players on the field per team.
    • Open Co-ed - Women are welcome and encouraged to play but there is no female player requirements on the field or team.
  • ROCK-PAPER-SCISSORS decides who receives first.
    • The winner can elect to choose ends first or to punt/receive
  • PUNT-OFF (to start the game & after subsequent touchdowns):
    • The game is started by a punt from the 10 yard line.
    • The punting team must give the receiving team at least 3 yards to field the ball.
    • If the punt goes out of bounds, the offensive series starts 10 yards back from the half line.
  • 3RD DOWN PUNTS:
    • On third down, the offense can elect to punt but MUST announce it in advance to allow the defense to properly setup to receive the punt. Only 3rd down punts can be intentionally kicked out of bounds to try to pin the new offense deep in their zone.
  • OFFENSE:
    • has 3 downs to reach half, and 3 more to score a touchdown.
    • After a touchdown, teams switch ends and the scoring team punts from their 10 yard line
  • NO FUMBLES: A fumble is a dead ball at the point where it was dropped.
  • DEFENSE:
    • After 5 steamboats, if there is a defender lined up to rush the quarterback (within 5 yards of the line of scrimmage), the defender can rush the quarterback and quarterback can run after 5 steamboats. The quarterback cannot run after 5 steamboats if there is no rusher. After 10 steamboats, the play is dead and the offense loses a down.
  • FOULS (any INTENTIONAL, UNINTENTIONAL OR INCIDENTAL contact or rough play):
    • The foul must be called immediately either by the offense or defense.
    • ONLY players on the field involved in the play can call fouls -- NOT players on the sideline.
    • The team fouled against has 4 options to enforce the foul (see extended rules).
  • COMPLETED CATCH:
    • A catch is complete as long as the receiver maintains possession of the ball with the FIRST POINT OF CONTACT being in bounds (one foot, toe, knee or above). The ground can cause a fumble and therefore is an incomplete catch.
  • SUBSTITUTIONS:
    • Player substitutions are allowed only after touchdowns or after a complete offensive or defensive series.

EXTENDED RULES for K-W Flag Football:

Extended Rules - Table of Contents

1. OVERVIEW OF K-W FLAG FOOTBALL

12. BLOCKING

2. GAME LENGTH, TIMEOUTS AND SUBS

13. BALL CARRIER - SPINS AND JUMPS

3. MINIMUM PLAYERS

14. OFFENSE - BEGINNING A DRIVE

4. GENERAL SCRIMMAGE RULES

15. OFFENSE - 3 DOWNS

5. STARTING THE GAME - "THE PUNT OFF"

16. OFFENSE - PASSING

6. 3RD DOWN PUNT

17. ELIGIBLE RECEIVERS

7. SCORING

18. PLAY CLOCK

8. TERMINATION OF PLAY - "DEAD BALL"

19. DEFENSE - Rushing the Quarterback & Counting Steamboats

9. FOULS

20. FUMBLES

10. ENFORCING FOULS

21. TIE GAMES

11. OFFENSIVE PICKS / SCREENS / INTERFERENCE

22. SPIRIT OF THE GAME & ETIQUETTE

1. OVERVIEW OF K-W FLAG FOOTBALL

K-W Flag Football is played with five on-field players per team. The team that has possession of the ball is the offense and the team that doesn't is called the defense. The offense has 3 plays to make it to mid-field or half, then another 3 plays to go from half to the endzone, which is called a touchdown. If the offense fails to make it to half, or if they are past half, fail to make it into the endzone within the 3 downs allotted, the ball is turned over to the defense and they, in turn, become the offense and have 3 downs to get to half and then another 3 to go from half to the endzone.

2. GAME LENGTH, TIMEOUTS AND SUBS

  • Each game is 55 minutes in length and each team plays one games per week. The game clock runs continuous once the first whistle sounds and the game is final when the whistle sounds 55 minutes later to end the game.
  • Each team has one 60 second timeout per game.
  • Timeouts can only be taken during a stoppage of play.
  • A timeout cannot be taken with less than 5 minutes remaining in the game.
  • Player substitutions (subs) are only allowed after a change of possession (a touchdown or 3 downs).
  • Subs are permitted if there is an injury. The opposing team is also allowed to substitute the same number of player(s) that are substituted due to injury.

3. MINIMUM PLAYERS

  • 5 players on the field per team.
  • Women are welcome and encouraged to play but there is no female player requirements on the field or per team.
  • If a team does not have the minimum number of players to field five, the team forfeits. However, if both captains agree, the team may play shorthanded for up to 15 minutes while waiting for additional players.
  • Both captains can also agree to play shorthanded for the entire game but this agreement must be made prior to the game starting. In this case the score will count and not be a forfeit.
  • If a forfeit occurs, teams are welcome to split up the teams and play for fun, but the score will not count. The team forfeiting will be given a loss in the standings.
  • Captains may agree to waive the rules regarding minimum number of players but this should be specifically agreed upon before the game begins - the score in this case will count if it has been agreed upon. 

Note: Any team that forfeits/defaults more than twice in a season may be asked to leave the league. A forfeit is counted as a loss and the forfeiting team will be awarded 3 for spirit score. The team defaulted against will be awarded 5 for spirit score.

4. GENERAL SCRIMMAGE RULES

  • Only an official size CFL ball will be used supplied by teamplay.ca
  • The offensive team consists of a quarterback and 4 receivers.
  • The defensive team consists of 5 defenders.
  • The kicking team to start the game is determined by a paper-rock-scissors between team captains before the start of the game. The winning captain will elect to kickoff or receive the ball, or differ the option and choose a side at which point he other captain will choose whichever the winning captain does not.
  • On each down, the ball should be put in play at the center point on whichever yard line the teams are positioned.
  • The offensive team puts the ball into play by having the quarterback ‘snap’ the ball to him/herself.
  • It should be announced to all teams when there are approx. 5 minutes remaining in the game.
  • Only rubber cleats are permitted. Shorts with no pockets are also recommended. Shirts must be tucked in with no loose clothing allowed.
  • A bean bag is used to mark the line of scrimmage.
  • Field dimensions are approximately:
    • Length (not including endzones) = 60 yards long
    • Endzones = 10 yards legth (30 yards wide)
    • Width = 30 yards wide

5. STARTING THE GAME & AFTER A TOUCHDOWN - "THE PUNT OFF"

  • To begin a game and after a touchdown, a team will kick off by way of punt from their own 10 yard line (up from their own endzone).
  • IF the ball goes out of bounds on the punt:
    • In the receiving team's end, this is a penalty to the kicking team and the line of scrimmage is marked 10 yards back from the half line in the receiving team's end.
    • In the receiving team's end before the 10 yard from half point, the line of scrimmage is marked where the ball initially went out of bounds.
    • Out of the endzone, this is a touchback and the receiving team is permitted to bring the ball up 10 yards from the goal line to start their offensive series. This holds true if the ball lands in bounds and bounces out of the endzone.
  • IF the receiving team fields the punt in their own endzone, they can elect to have a 'touchback' by kneeling with the ball. The ball is then taken to the 10 yard line where they initiate their offensive series.
  • The kicking team must give 3 yards to the receiving team to catch the ball and ONLY once the ball carrier tries to advance in any direction with the ball, then they proceed to flag down the receiver. If the 3 yards is not given, this is a foul, and a "No Yards" penalty of 5 yards will be added to the end of the play.
  • There are no on-side punts.
  • Defensive teams can not line up to or block a punt.

6. 3RD DOWN PUNT

Same rules apply as above rule #5, EXCEPT on a 3rd Down Punt, teams can intentionally kick the ball out of bounds to try and pin the new offense deep in their zone. If this is successful, the new offense gains possession of the ball from the point where the ball went out of bounds (in the centre of the field).

  • The offense MUST announce to the defense prior to the 3RD down play that they are punting the ball and therefore MUST do so. If they do not, this is a foul and the kick will be retried.

7. SCORING

  • A touchdown = 1 point.
    • This happens when a team crosses their attacking endzone or catches a pass within their attacking endzone boundary.
  • A touchdown is scored when:
    • A goal is scored when an offensive player completes a pass to a teammate in the endzone which his/her team is attacking.
    • In order for the receiver to be considered in the endzone after gaining possession of the football to score, his/her FIRST POINT OF CONTACT with the ground must be completely INBOUNDS in the endzone. One foot, one toe, or any part of the upper body (knee and above) has to be in the endzone for this to count. If any part of the body is first out of bounds when the catch is made this NOT a point.
    • If it is unclear whether a receiver was in or out of bounds at the point of making a catch, the player with the best perspective makes the call.
  • There is no extra point try.
  • After the point, teams switch ends and the punt is executed.
  • Safety = 1 point.
    • This happens when the defense flags down the offense in the offense's own endzone - this is a safety.
    • If a defense intercepts a ball in their defending endzone and are subsequently flagged down within the endzone - this is NOT a safety - and in turn is a touchback - the intercepting team will start their drive at their 10 yard line.

8. TERMINATION OF PLAY - "DEAD BALL"

  • A fumble is a dead ball.
  • When a player with possession of the ball steps out of bounds.
  • A forward pass resulting in and incomplete pass is a dead ball.
  • A touchdown or safety is scored.
  • When the ball carrier is considerd "DOWN" and the play is dead when:
    • One or more flags is missing from his/her belt.
    • The player’s body touches the ground anywhere from the knee up (hands are excluded).
    • The player goes out of bounds. A player is out of bounds when any part of the player’s body touches the ground on the out of bounds line or beyond.
  • When a player inadvertently loses a flag during the course of a play, the following will apply:
    • If the player was in the act of carrying the ball, the play is dead when and where the flag came off.
    • If the player did not have the ball and subsequently catches a pass, the pass is complete, but the play is dead at the spot of reception.
    • If the player does not have the ball, the play is not affected in any way.

9. FOULS

  • This is a non-contact league and therefore NO CONTACT is allowed. A player on offense or defense can call a foul due to either INTENTIONAL, UNINTENTIONAL OR INCIDENTAL contact.
  • ONLY players on the field involved in the play can call fouls -- NOT players on the sideline.
  • The ball carrier is NOT allowed to "stiff arm" or push the defender. This is a foul.
  • HOLDING of any kind is illegal and is a foul - whether on offense or defense (going for the flag). A defensive player may NOT slow an opponent by grabbing their clothes or body.
  • A defensive player cannot pull a players flag until they have possession of the ball.
  • Covering up, shielding or blocking a flag from being pulled is a Foul.
    • This results in a dead ball at the spot of the foul.
    • Shirts must be tucked in and not loose preventing the defender from grabbing their flag. Shorts/pants with stripes or colours similar to the flag colour is not allowed. Shorts/pants should be of different colours to the flag.
  • There is NO blocking allowed:
    • A block is any attempt to prevent the defender from getting to the ball carrier. This is a foul. A player who is in the way of a defender from reaching the ball carrier must stay absolutely stationary with their hands at the sides. They can stay behind or beside the runner to receive a lateral or backward pass but cannot impede the pursuit of a defender. If they impede a defender this is a foul.
  • Pass Interference:
    • A defender cannot interfere with a receiver from catching a pass, if so this is pass interference. Pass interference occurs when a defender makes contact with the receiver prior to them catching the ball which prevents him/her from catching the ball. This can also be called on the offense when the defender has a play on the ball.
  • Kicking the ball out of bounds on the punt is a foul - see "Starting Play - The Punt Off"
  • Picks are fouls.

10. ENFORCING FOULS

  1. In the case of a called foul, if the offense and defense BOTH CANNOT agree that a foul occurred, there is only one option:
    • Replay the down from the original line of scrimmage
  2. In the case of a called foul, if the offense and defense BOTH DO agree that a foul occurred, there are 4 options. The team that was fouled against gets to choose the option that is most beneficial to them:
    • Replay the down from the original line of scrimmage (preferred option).
    • Decline the penalty but talk to the other team (e.g. if a player scores a touchdown after being fouled, the scoring play counts. Then talk to the other Captain or the fouling player after the play to help avoid further incidents).
    • Play the next down from the spot where the foul occurred (e.g. a team intercepts a ball and during the runback an illegal block occurs – in this case, the intercepting team takes over on offence at the point of the foul).
    • Pass Interference: if both the offence and defense agree that the defender committed pass interference, then the offence can choose to either replay the down from the original line of scrimmage or the next play will start from the point of the foul.

11. OFFENSIVE PICKS / SCREENS / INTERFERENCE

An offensive player cannot run in between defenders to prevent one from covering another offensive player regardless if contact is made or not. If this happens, this is called a pick and must be called immediately by the defender involved in the play. If this occurs, play is called dead and the ball is returned to the original line of scrimmage and the down is replayed. If an offensive player is not stationary in front of the ball carrier and

12. BLOCKING

This is a non-contact league; all physical blocking is illegal.

  • A player is entitled to his/her stationary position or immediate path on the field, and physical contact is to be avoided.
  • On a punt-off, the offensive players without the ball must not block for the ball carrier--they must either stand still (with legs and arms at both sides) or get behind the runner for a lateral pass.
  • On any play, the ball carrier is allowed to use their stationary team mates as blocks, as long as they do not move during the play.
  • Blocking will result in a dead ball at the spot where the block occurred.

13. BALL CARRIER - FOULS

The following will result in a dead ball foul at the spot where this occurs. At all times these are to be avoided to prevent injury and/or contact. The next scrimmage play resumes from the spot of the violation.

  • SPINS are not permitted and will result in a dead ball foul at the spot of the violation. A player with possession of the ball must maintain their hips are square to the attacking endzone at all times. This is so that the defender has a fair chance to be able to grab the ball carrier's flags and does not give an unfair advantage to the runner.
  • JUMPING / HURDLING / DIVING or leaving the ground with both feet is not permitted and will result in a dead ball at the spot of the violation. The next play resumes from this point.
  • STIFF ARMS are not permitted and will result in a dead ball at the spot of the violation.
  • Covering up, shielding or blocking a flag from being pulled is a Foul.
    • This results in a dead ball at the spot of the foul.
    • Shirts must be tucked in and not loose preventing the defender from grabbing their flag. Shorts/pants with stripes or colours similar to the flag colour is not allowed. Shorts/pants should be of different colours to the flag.

14. OFFENSE - BEGINNING A DRIVE

To begin an offensive series of three downs, the ball is placed on the ground at the point the ball carrier was flagged down on the kickoff or where the ball went out of bounds. This is called the line of scrimmage and runs the width of the field perpendicular to where the ball was downed. The line of scrimmage is marked each time by the offense using a bean bag.

  • The quarterback will snap the ball by announcing "Hut" at the line of scrimmage to begin the play.
  • No centre is required to snap the ball to the QB.
  • Offensive players may not cross the line of scrimmage prior to the snap of the ball.
  • Motion prior to the snap of the ball (as long as they do not cross the line before the ball is snapped) is permitted by the eligible receivers on offense.
  • If the offense jumps offside the play is called dead immediately by the defense. The play is redone and the down is not lost.

15. OFFENSE - 3 DOWNS

  • The offense has 3 downs to get to mid field and if they advance the ball beyond half will receive 3 more downs to score a touchdown.
  • If the offense fails to reach mid field within 2 downs (if possession started before mid field), or if they fail to reach the endzone within 2 downs (if possession started with the ball past mid field) they can elect to punt the ball from the line of scrimmage.
  • The offense MUST announce to the defense prior to the play that they are punting the ball. If they do not, this is a foul and the kick will be retried.
  • There are no onside kicks.
  • The kicking team must give 3 yards to the receiving team to catch and field the ball and once the ball carrier tries to advance in any direction with the ball, then they try to flag down the receiver. If the 3 yards is not given, this is a foul, and a "No Yards" penalty of 5 yards will be added to the end of the play.

16. OFFENSE - PASSING

  • A forward pass is not permitted past the line of scrimmage - this is a dead ball and the down is lost.
  • The quarterback cannot be beyond the line of scrimmage when a pass is attempted - if so the play does not count and the down is lost.
  • Backward or sideways laterals are permitted beyond the line of scrimmage.

17. ELIGIBLE RECEIVERS

  • All players on the offense are eligible receivers (ie are allowed to catch a pass).
  • If the quarterback hands the ball to a teammate behind the line of scrimmage, the original quarterback becomes and eligible receiver.

18. PLAY CLOCK

  • The offense is allowed a maximum of 45 seconds to call a play in the huddle and begin an offensive play.
  • If this time is exceeded the defense must first call "45 Second Rule" if this is surpassed, "Delay of Game" is the result and the offense must hurry to initiate a play.
  • Offenses that do not abide by this rule can expect to have their spirit score negatively effected.

19. DEFENSE - Rushing the Quarterback & Counting Steamboats

  • During the scrimmage plays, one defender can line up at the line of scrimmage waiting to rush the quarterback, but can only rush the QB after the count reaches 5 steamboats.
  • 1 steamboat is equal to 1 second when counting.
  • The defense must count the steamboats OUT LOUD.
  • At the end of the 5 steamboat count, the quarterback is allowed to run the ball but cannot run before 5 steamboats is reached.
  • If the defense elects to not have a rusher on the line of scrimmage and drop everyone back in pass coverage, someone on the defense must still count the steamboats. Once 5 Steamboats is reached the quarterback cannot run the ball (because there is no rusher) but once the count gets to 10 steamboats the play is called dead and the offense loses the down.
  • If the defense is using a fast count when calling steamboats, the quarterback can call "Fast Count" or "Quick Count" at which point the steamboat count goes back to 1 and the defender resumes. This can only be called when 1 steamboat called is faster than 1 second.

20. FUMBLES

There are NO fumbles. If the ball touches the ground, it is immediately dead. The ball is retained by the team who was last in possession of the ball (exception: the offence gambles on 3RD down and fails to score a touchdown on the play – the ball is turned over on downs). The next play will start at the yard line where the player fumbled the ball.

21. TIE GAMES

Tie games can happen in the regular season but not the playoffs. In the playoffs, if it is still tied when the whistle sounds - both teams get the ball at half for an offensive series (3 downs to score). The team that doesn't score first after each completed overtime offensive series is the loser.

Playoff tie game overtime (OT) format rules

  • Paper-rock-scissors winner decides who gets the ball first.
  • Both teams get at least one (1) possession of the ball starting at half line.
  • Both teams get equal amount of possessions.
  • The first team to not score a touchdown LOOSES.
  • As long as each team scores a TD, OT continues up to a maximum 10 minutes after the start of the OT period which starts directly after the regulation time ends.
  • No timeouts in the OT period.
  • Teams have 3 downs to go from half to score a TD.
  • Teams attack the same endzone in the OT period (change of possession does not switch ends).

22. SPIRIT OF THE GAME & ETIQUETTE

Teamplay.ca's Flag Football relies upon a spirit of sportsmanship, which places the responsibility for fair play on the players. Highly competitive play is encouraged, but never at the expense of the fun-first, winning second motto. Such actions as taunting of opposing players, dangerous aggression, intentional fouling, or other “win at all costs” behavior are contrary to the spirit of the game and must be avoided by all players.

If a foul is committed and not called by the opposing player, the player committing the foul should call it on themselves. If there is a dispute or confusion about the rules or a particular play on the field, it is good practice to stop play and resolve the matter.

If a novice player commits a foul out of sincere ignorance of the rules, it should be common practice to stop play and explain the foul in a friendly manner.

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GENERAL teamplay.ca RULES FOR ALL LEAGUES

General teamplay.ca Rules for All Leagues - Table of Contents

1. FAIR PLAY RULE

8. SEVERE WEATHER OR POOR FIELD CONDITIONS

2. SPIRIT POINTS

9. STANDINGS/TIE BREAKERS/FORFEITS

3. TEAM CAPAIN'S RESPONSIBILITIES

10. PLAYOFF ELIGIBILITY

4. REGISTRATION

11. TEAM UNIFORMS

5. REFUNDS

12. EQUIPMENT/CLEATS

6. OBJECTIONABLE CONDUCT

13. EQUIPMENT SUPPLIED BY teamplay.ca

7. ALCOHOL/ILLEGAL SUBSTANCES

 

1. FAIR PLAY RULE

teamplay.ca participants must consider the safety of all players in the game. Aggressive play is not permitted. We are about fair play, sportsmanship and consideration for the well-being for all players on the field. Keeping with the spirit of fair play, all games are self-refereed.

We encourage competitive play, but never at the expense of good sportsmanship and enjoyment of the game. Always be respectful and ensure that your teammates and opponents have a great time. teamplay.ca reserves the right to eject from the league, without refund, any player or team that is deemed to be verbally or physically abusive, or in any way threatens the safety, well-being, or general enjoyment of the game of other players or spectators.

In order to promote a safe, fun and fair playing environment for all players, All players must understand the expectations for playing in teamplay.ca Sports Leagues. Team Captains are required by teamplay.ca to ask players to leave the gym/field if they are involved with any of the following acts:

  • Swearing directly at another player, Game Coordinator, or spectator.
  • Intentionally pushing, shoving or making physical contact with another player.
  • Making comments to instigate an altercation with another player.
  • Harassment of any kind towards another player or teamplay.ca representative.
  • Damage to teamplay.ca equipment or facilities.

In addition to being dismissed from the game, a one week suspension (or more), or a permanent ban from all teamplay.ca sports leagues may be assigned by teamplay.ca to the involved player and/or team.

2. SPIRIT POINTS

Spirit points play an integral role in promoting fair play and ensuring a fun experience for all. Spirit points are used as the tie-breaker if teams are tied at the end of the regular season. When awarding spirit points, give your opponent 5 points by default and subtract points based on the rating system below. For any team that forfeits, an automatic 3 will be awarded for the defaulted team and 5 to the team that is defaulted against.

Teams that award an opponent a spirit score less then 3 will be contacted and asked to provide an explanation. If an explanation is not provided within 24 hours of the email sent, a spirit score of 3 will be awarded instead.

Here's a general guideline for awarding spirit points:

teamplay.ca Spirit Rating System

Rating

Explanation

5

  • Our opponent's knowledge of the rules were excellent and they followed teamplay.ca rules at all times.
  • All disagreements were handled in a friendly manner.
  • The team was very approachable and willing to discuss all issues and resolve them.
  • All of my team enjoyed playing this team - the game was fun.
  • The team showed up on time and ready to play with a full line.
  • They played fair at all times.
  • Our opponent's level of sportsmanship was excellent.

4

  • Our opponent's knowledge of the rules was acceptable, or they were willing to learn.
  • The odd rule was NOT followed.
  • All disagreements were handled in a friendly manner.
  • The team was very approachable and willing to discuss all issues and resolve them.
  • Most of my team enjoyed playing this team - the game was fun.
  • The team showed up a few minutes late but had a full line.
  • They played fair at all times.
  • Our opponent's level of sportsmanship was better than average.

3

  • Our opponent's knowledge of the rules was poor, but they were willing and interested in learning. Some rules were not followed.
  • All disagreements were handled in a friendly manner.
  • The majority of the team was approachable and willing to listen.
  • Most of my team enjoyed playing this team - the game was fun for the most part.
  • The team showed 10 minutes late but we did end up playing.
  • For the most part they played faired.
  • Our opponent's level of sportsmanship was average.

2

  • Our opponent's knowledge of the rules was very poor and they were not willing or interested to learn. Majority of rules were not followed or ignored even after our team notified them.
  • All disagreements were NOT handled in a friendly manner.
  • Our team was not able to discuss issues with this team.
  • Only some of my team enjoyed playing this team - the game was NOT fun.
  • The team showed up more than 10 minutes late but we did play.
  • They rarely played fair.
  • Our opponent's level of sportsmanship was poor.

1

  • Our opponent's knowledge of the rules was nonexistent and they were not willing to learn.
  • Any disagreements were NOT addressed in a friendly manner by our opponent.
  • They were not receptive to discussing disagreements in a friendly manner.
  • Our team was not able to discuss issues with this team - they would not listen.
  • None of my team enjoyed playing this team - the game was NOT fun.
  • The team did not show up or were very late.
  • They did not play fair at all and they cheated.
  • Our opponent's level of sportsmanship was nonexistent.

3. TEAM CAPTAIN'S RESPONSIBILITIES

  • Register your team with the entire roster prior to the registration deadline to secure a spot.
  • Bring all equipment with you to each game.
  • Make sure your team knows the rules before the start of the first game.
  • Make sure you and your team play within the teamplay.ca rules at all times.
  • Be the contact for your team so that other team’s captain can contact you and notify you of a cancelled game and vice-versa. Inform your team of cancelled games.
  • Report objectionable conduct or any issues to the League Organizer.
  • Discuss any issues with other Team Captain's prior to, during or after games played to resolve any issues from continuing.
  • Keep score of each game. Verify opponent’s score is same as your’s before leaving field.
  • Report scores within 24 hours of the game being over to the League Organizer.
  • Eject a player from the game who does not adhere to Teamplay.ca "Fair Play" rule.

4. REGISTRATION

Registration is not complete until full payment for all participants on your team roster or your individual payment is received prior to the registration deadline. Therefore, a place in the league is not saved.

5. REFUNDS

A refund will not be given due to forfeits/defaults or cancelled games due to weather, for injuries, or for any player or team that is suspended or ejected from a game/season or league due to foul play, objectionable conduct or violation of our "Fair Play Rule".

After the registration deadline has passed there is no refund for registered teams/individuals. There is a refund for teams/individuals 1 week prior to the start of the season subject to a $50 administration fee for teams and $15 for individual players.

6. OBJECTIONABLE CONDUCT

Any conduct or foul play that results in a loss of a permit to teamplay.ca is not tolerated and will result in disciplinary action. At all times we encourage safe, fun and fair play. Objectionable conduct includes disrespect to players and venue staff, damage to venue property and any other reason for a loss of a venue permit.

7. ALCOHOL/ILLEGAL SUBSTANCES

Alcohol and/or illegal substances are not permitted on the field of play, the sidelines, the parking lot or any area of our venues. If you bring these substances within our venues you will removed from the field of play and removed from teamplay.ca without refund. We enforce a zero tolerance policy with this issue. teamplay.ca offers a post-game venue to celebrate and connect with your teammates after each game night.

8. SEVERE WEATHER OR POOR FIELD CONDITIONS

We ask that all teams and players show up ready to play both games, UNLESS games have been cancelled prior to game start time by teamplay.ca due to City field closures or indoor facility closures due to in climate weather. Cancelled games will be posted on our ultimate news page.

In cases of severe weather, games can be suspended on site by Game Coordinators sounding of the whistle 2 times, or by captains' on site agreement. If games are suspended due to foul weather, wait 30 minutes to see if the foul weather subsides at which point a decision is made to play or to cancel play. Safety is paramount and we ask all teams and players to use your best judgment at all times.

Severe Weather - Lightning (30/30 rule):
If you see a flash of lightning and are able to count 30 stalls before hearing thunder, it is far enough away that play can continue on. If you see a flash of lightning and thunder follows less than 30 seconds apart, leave the field of play immediately and seek safe shelter, games are then suspended for 30 minutes to see if the severe weather subsides. If it does not, the game is cancelled and there is no make-up date.

If the game is cancelled and at least 20 minutes of the game was played, the game will count in the standings - record the score at the time the game was called. If the weather clears up the game will continue and be played until its normal ending time. Games still start/end at the regularly scheduled time in the event of severe weather stoppage.

Other Severe Weather Situations - Rain, Wind, Hail:
In other severe weather situations (wind, rain, hail) games are still played but on site captains agreement can suspend/cancel the game at any time. If the game is suspended, wait 30 minutes under safe shelter and see if the foul weather subsides. If it does not the game is called and the score is recorded.

If the game is cancelled and at least 20 minutes of the game was played, the game will count in the standings - record the score at the time the game was called. If the weather clears up the game will continue and be played until its normal ending time. Games still start/end at the regularly scheduled time in the event of severe weather stoppage.

Game coordinators can also call games if field conditions become too saturated causing damage to the field.

Poor Field Conditions:
To ensure that the fields are not damaged, teamplay.ca follows the following criteria set by the Community Services Department to determine whether a field is "unplayable": visual ponding of water on the surface of the field, water sponging under foot when walking on field, the Game Official deems the sport field to be unsafe for play, there is lightning, or the Community Services Department determines a diamond is unplayable.

If the field is deemed unplayable by the City, the games will cancelled. If you are concerned that the game may be cancelled, click here for the latest field closures before your game.

Indoor Facilities:
If Indoor facilities are closed due to in climate weather games are cancelled and are not rescheduled.

9. STANDINGS/TIE BREAKERS/FORFEITS

Each team captain is responsible for recording the game score. Before leaving the field of play make sure you confirm and verify the score with your opponent. If there is a discrepancy in the final score the 2 teams must come to a consensus of what the score is prior to the start of the next game otherwise both teams will be given a tie. Captains must submit scores 24 hours after the completion of your game so that standings can be updated.

Tie Breakers - Ties in the standings will be broken by the following heading into playoff week:

  • 1st - Higher Win %,
  • 2nd - Most wins then ties,
  • 3rd - Higher spirit average,
  • 4th - Head-to-head match ups,
  • 5th - Common opponent win/loss,
  • 6th - If still tied a coin toss will break the tie heading into playoff week.

Forfeit - A forfeit counts as a loss in the standings. The team defaulted will receive 3 for spirit and the team defaulted against will receive 5 for that game.

Note: Any team that forfeits/defaults more than once in a season may be asked to leave the league without refund. If your team is unable to make a game -- email us at play@teamplay.ca asap so that we may inform your opponent or try to make alternate arrangements.

10. PLAYOFF ELIGIBILITY

In a season you must have played in at least 1 game with a team to be eligible to play a playoff game. Players must be on the team roster and have signed and submitted a Teamplay.ca waiver to the League Organizer. In the spirit of sportsmanship, captains are expected to replace players with a person of a similar skill level. Bringing in “ringers” for regular season and particularly playoff games is discouraged.

11. TEAM UNIFORMS

We encourage all teams to get uniforms/shirts made up but this is the responsibility of each team. All players are required to bring a light and dark shirt to each game. You may wear a team colour, but you still need to bring an opposite coloured shirt in the event that your opponent wears a similar team colour. Please see out "Links" page for places to get shirts made.

12. EQUIPMENT/CLEATS

  • Individuals may wear any soft protective equipment or clothing as long as it does not endanger the safety of any other player.
  • Cleats are allowed but must be rubber. Metal cleats are not permitted for any sport.
  • Players MUST wear shoes - closed toe running shoes or cleats in good standing must be worn. Bare feet are not allowed to be played in.

13. EQUIPMENT SUPPLIED BY teamplay.ca

All sporting equipment supplied by teamplay.ca lent to members with the intention of having it returned upon a completed season registered for includes: field cones, soccer balls, volleyballs, basketballs, footballs, football flags, and equipment bags, . All teamplay.ca equipment must be returned in good condition at the end of each season in which it was supplied, unless your team has been given email permission to retain the equipment for an upcoming season by teamplay.ca. Failure to return supplied equipment, will prevent you or your team from returning in future seasons.


We encourage feedback and comments on our rules and will review all comments at the end of each season as we are always willing to add or change rules to keep things fun and fair.

 

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