TEAMPLAY: Flag Football Rules

Overview:

Teamplay.ca's K-W Flag Football is a non-contact, self refereed league played with the spirit of sportsmanship, placing the responsibility for fair play on ALLplayers. 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 General Rules for All Leagues).

Rule Content Links:



QUICK RULES:

  • MINIMUM PLAYERS: 5 players on the field per team.
    • "Co-ed" - Each team must have a maximum of 5 players on the field and a minimum of 4.  Two females must be on the field at all times.  If a team does not have a female player they may not substitute a male player. No exceptions.  If a team does not have enough female players it will be considered a forfeit.  Teams are permitted to play with 1 female, but cannot substitute a male player for the 2nd female.
    • "Open Co-ed" - Women are welcome and encouraged to play but there is no female player requirements on the field or team.
    • "Men Only" - only male players are on the team. Teams must field 5 players. 
  • ROCK-PAPER-SCISSORS decides who receives first.
    • The winner can elect to choose an end first or to punt/receive.
  • PUNTS:
    • If a ball off a punt bounces and hits the ground, it is LIVE ball, subject to the following:
    • The punting team must give the receiving team at least 3 yards to field the ball.
    • PUNT-OFF (to start the game & after subsequent touchdowns):
      • The game is started by a punt from the 10 yard line.
      • If on the punt-off the ball goes out of bounds, the offensive series starts 10 yards back from the half line, or if it goes out in advance of this point from where the ball went out of bournds.
    • 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.
    • has a 45 second play clock to run a play after a dead ball.
    • 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:
    • If a defender lines up to rush the quarterback (within 5 yards of the line of scrimmage), after three (3) steamboats, the defender can rush the quarterback and quarterback can run after three (3) steamboats.
    • If no one on defense rushes the QB, then the QB cannot run after three (3)   steamboats if there is no rusher.
    • After ten (10) steamboats -- counted out loud for all to hear -- 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:

1. OVERVIEW OF K-W FLAG FOOTBALL
2. GAME LENGTH, TIMEOUTS AND SUBS
3. MINIMUM PLAYERS
4. GENERAL SCRIMMAGE RULES
5. PUNTS
5.1. STARTING THE GAME - "THE PUNT OFF"
5.2. 3RD DOWN PUNT
6. SCORING
7, TERMINATION OF PLAY - "DEAD BALL"
8. FOULS
9. ENFORCING FOULS
10. OFFENSIVE PICKS / SCREENS / INTERFERENCE
11. BLOCKING
12. BALL CARRIER - SPINS AND JUMPS
13. OFFENSE - BEGINNING A DRIVE
14. OFFENSE - 3 DOWNS
15. OFFENSE - PASSING
16. ELIGIBLE RECEIVERS
17 . PLAY CLOCK
18. DEFENSE - Rushing the Quarterback & Counting Steamboats
19. FUMBLES
20. TIE GAMES
21. 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

  1. 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.
  2. Each team has one 60 second timeout per game.
  3. Timeouts can only be taken during a stoppage of play.
  4. A timeout cannot be taken with less than 5 minutes remaining in the game.
  5. Player substitutions (subs) are only allowed after a change of possession (a touchdown or 3 downs).
  6. 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

  1. 5 players on the field per team.
    1. "Co-ed" -  Means there is an onfield gender requirementEach team must have a maximum of 5 players on the field and a minimum of 4.  Two females must be on the field at all times.  If a team does not have a female player they may not substitute a male player. No exceptions.  If a team does not have enough female players it will be considered a forfeit.  Teams are permitted to play with 1 female, but cannot substitute a male player for the 2nd female.
    2. "Open Co-ed" - in Open co-ed leagues there isn't an on-field gender requirement. Men & Women are  both welcome and encouraged to play but there is no gender player requirements on the field or team.
    3. "Men Only" - only male players are on the team. Teams must field 5 players. 
  2. Women are welcome and encouraged to play but there is no female player requirements on the field or per team.
  3. 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.
  4. 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.
  5. 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.
  6. 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

  1. Only an official size CFL ball will be used supplied by TEAMPLAY.
  2. The offensive team consists of a quarterback and 4 eligible receivers / running backs.
  3. The defensive team consists of 5 defenders.
  4. Captains do paper-rock-scissors before the start of the game to determine who punts-off or receives first. The winning captain can 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.
  5. On each down, the ball should be put in play at the center point on whichever yard line the teams are positioned.
  6. The offensive team puts the ball into play by having the quarterback �????�???�??�?�¢??snap�????�???�??�?�¢?? the ball to him/herself.
  7. Only rubber cleats are permitted. Shorts with stripes down the sides are NOT allowed. Shirts must be tucked in with no loose clothing allowed.
  8. A bean bag (or marker) is used at the spot to mark the line of scrimmage.
  9. Field dimensions are approximately and may vary by field:
    • Length (not including endzones) = 45-60 yards long
    • Endzones = 8-10 yards depth (25 yards wide)
    • Width = 25-30 yards wide

5. PUNTS

5.1 STARTING THE GAME & AFTER A TOUCHDOWN - "THE PUNT OFF"

  1. 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).
  2. If the ball hits the ground and bounces within the field of play on any punt, the ball is still LIVE and subject to all of the following.
  3. IF the ball goes out of bounds on the Punt-OFF:
    • 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.
    • In the punting team's end, the line of scrimaage is marked where the ball initially went 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.
  4. 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.
  5. The punting 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.
  6. There are no on-side punts.
  7. Defensive teams can not line up to or block a punt.

5.2. 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.

6. SCORING

  1. touchdown = 1 point.
    • This happens when a team crosses their attacking endzone or catches a pass within their attacking endzone boundary.
  2. 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.
  3. There is no extra point try.
  4. After a touchdown, teams switch ends and the punt is executed.
  5. Safety = 1 point.
    • This happens when the defense flags down the offense in the offense's own endzone - this is a safety. After a safety is socred by the defense -- the scoring team will subsequently punt-off from their own 10 yard line back to the team who gave up the 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.

7. TERMINATION OF PLAY - "DEAD BALL"

  1. A fumble is a dead ball.
  2. When a player with possession of the ball steps out of bounds.
  3. A forward pass resulting in and incomplete pass is a dead ball.
  4. A touchdown or safety is scored.
  5. When the ball carrier is considered "DOWN" and the play is dead when:
    • One or more flags is missing from his/her belt.
    • The playerÃ?????Ã????Ã???Ã??Ã?¢??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 playerÃ?????Ã????Ã???Ã??Ã?¢??s body touches the ground on the out of bounds line or beyond.
  6. 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.

8. FOULS

  1. 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.
  2. ONLY players on the field involved in the play can call fouls -- NOT players on the sideline.
  3. The ball carrier is NOT allowed to "stiff arm" or push the defender. This is a foul.
  4. 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.
  5. A defensive player cannot pull a players flag until they have possession of the ball.
  6. 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.
  7. 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.
  8. 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.
  9. Kicking the ball out of bounds on the punt is a foul - see "Starting Play - The Punt Off"
  10. Picks are fouls.

9. 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 Ã?????Ã????Ã???Ã??Ã?¢?? 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.

10. 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.

A pick occurs whenever an offensive player moves in a manner that causes a defensive player guarding  an offensive player to be obstructed by another player. Obstruction may result from contact with, or the need to avoid, the obstructing player.

11. BLOCKING

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

  1. A player is entitled to his/her stationary position or immediate path on the field, and physical contact is to be avoided.
  2. 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.
  3. 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.
  4. 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.

  1. 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.
  2. 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.
  3. STIFF ARMS are not permitted and will result in a dead ball at the spot of the violation.
  4. 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.

13. 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.

  1. The quarterback will snap the ball by announcing "Hut" at the line of scrimmage to begin the play.
  2. No centre is required to snap the ball to the QB.
  3. Offensive players may not cross the line of scrimmage prior to the snap of the ball.
  4. 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.
  5. If the offense jumps offside the play is called dead immediately by the defense. The play is redone and the down is not lost.

14. OFFENSE - 3 DOWNS

  1. 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.
  2. 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.
  3. 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.
  4. There are no onside kicks.
  5. 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.

15. OFFENSE - PASSING

  1. A forward pass is not permitted past the line of scrimmage - this is a dead ball and the down is lost.
  2. 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.
  3. Backward or sideways laterals are permitted beyond the line of scrimmage.

16. ELIGIBLE RECEIVERS

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

17. PLAY CLOCK

  1. The offense is allowed a maximum of 45 seconds to call a play in the huddle and begin an offensive play.
  2. 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.
  3. Offenses that do not abide by this rule can expect to have their spirit score negatively effected.

18. DEFENSE - Rushing the Quarterback & Counting Steamboats

  1. 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 out-loud count reaches three (3) steamboats.
  2. 1 steamboat is equal to 1 second when counting.
  3. The defense must count the steamboats OUT LOUD.
  4. At the end of the three (3) steamboat count, the quarterback is allowed to run the ball but cannot run before three (3)  steamboats is reached.
  5. 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 three (3) Steamboats is reached the quarterback cannot run the ball (because there is no rusher) but once the count gets to ten (10) steamboats the play is called dead and the offense loses the down.
  6. 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.

19. FUMBLES

There are NO fumbles. If the ball touches the ground, it is immediately dead (when the ball hits the ground on a PUNT see above). 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.

20. TIE GAMES

  1. Tie games can happen in the regular season but NOT in the playoffs.
  2. 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.
20.1 PLAYOFF TIE GAMES OVERTIME (OT) format rules:
  1. Paper-rock-scissors winner decides who gets the ball first.
  2. Both teams get at least one (1) possession of the ball starting at half line.
  3. The play clock is accelerated to 25 seconds btwn each play.
  4. Both teams get equal amount of possessions.
  5. The first team to NOT score a touchdown LOOSES.
  6. 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.
    • IF a tie still exists after 10 minutes of OT played -- the winner will be decided by a best of 3 paper-rock-scisorrs by 1 representative of each team. The winner of this is final.
  7. Teams must go for a 1-point conversion after EVERY score this is in PLAYOFF OVERTTIME ONLY after every touchdown score. A team that misses on the 1-point can loose, if the ensuing score is a TD + successful 1 point conversion.
    • A 1-point conversion the ball is spotted on the 2 yard line.
    • The offense has one attempt at the conversion, unless a penalty is called.
    • This extra point attempt, if successful, is worth 1 point.
  8. No timeouts in the OT period.
  9. Teams have 3 downs to go from half to score a TD.
  10. Teams attack the same endzone in the OT period (change of possession does not switch ends).

21. 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.



INDOOR 55 MINUTE GAME RULE EXCEPTIONS for 5's:

All extended rules apply except for the following rules that will take effect for indoor 55 min. games:

  • Game lengths - teams play one 55 minute game each week. Teams are allowed one 60 second timeout per game but must not be taken in the last 10 minutes of play. The clock runs continuous once the first whistle sounds.
  • Teams have 4 downs to go the entire length of the field to score.
  • The Punt-off, and punts after scores, is started from the back of the end-zone, due to the smaller field size.
  • Touchback is brought up 5 paces or yards from the goal line.
  • There isn't a half time called in indoor.
  • Tie game in the playoffs format in indoor, time is of the essence, so tied teams at regulation do the following only:
    • do paper-rock-scissors to see who goes first,
    • each team must try for a score similar to a 1-point conversion . Similar to a shoot-out in hockey, each team gets an attempt, but even after the first round, the team that did not score does loose the game.
    • A 1-point try the ball is spotted on the 2 yard line.
    • The offense has one attempt at the conversion, unless a penalty is called.
    • This play is worth 1 point.


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