INTRODUCTION
The official playing rules of the GTA Flag Football League are based on the official Canadian Flag Football Rules. The rules have been modified to cover and are applied to outdoor 6-vs-6 and indoor 5-vs-5 flag football.
The League reserves the right to make amendments to the rules outlined in the rule book at any time. The League will provide teams advance notice of any changes made to the rules, within 24 hours prior to the start of the first game on game day.
Any disputes or calls for interpretation in connection with these rules will be decided first by the officials, then by the League Commissioner, whose ruling will be final.
TABLE OF CONTENTS
RULE 2: UNIFORMS, FLAGS AND EQUIPMENT
RULE 3: LENGTH OF GAMES, TIME-OUTS AND OVERTIME
RULE 6: RUSHING THE QUARTERBACK
RULE 7: FLAGS AND FLAG GUARDING
RULE 8: CONTACT AND PASS INTERFERENCE
RULE 10: POINTS, STANDINGS AND PLAYOFFS
RULE 12: APPEALS AND SUSPENSIONS
RULE 1: GENERAL LEAGUE RULES
1.01 Team Manager and Captain Duties
- Team managers or captains are responsible for the following main duties:
- Submitting to the league information of each member on the team's roster
- Ensure that the team's registration fee is paid in full and on time
- Ensure all team members are familiar with all league rules and policies
- Notifying the league at least 24 hrs in advance whenever the team cannot play
1.02 Teams Rosters and Player Waivers
- Managers and captains must submit their team roster before the start of the season
- Rosters may be changed throughout the regular season
- Changes to the roster can be submitted to the league at game time
- Players must submit a waiver form to the league before being allowed to participate
1.03 Injuries and First Aid Treatment
- A first aid kit will be available on site to treat minor injuries that may occur
- The league is not responsible for providing medical treatment to injured players
- When players become injured and cannot play the remainder of the season will not receive a refund, however, they will be eligible for a discount if they register for another league within the next 12 months
1.04 Drugs and Alcohol
- Players are strictly prohibited from drinking alcohol or using any drugs at the games
- Any player, manager, coach, or spectator caught using alcohol or drugs will be asked to leave, or may be disqualified from any further participation in the league
1.05 Cancellation and Rescheduling of Games due to Weather
- In the case of severe weather conditions games may be cancelled or rescheduled, otherwise, all games will be played whether rain shine or snow
- If games are cancelled, team captains/managers will be notified ahead of time
- Thunderstorms: When thunder and/or lightning occurs, the game will be stopped immediately. If the weather continues for more than 30 minutes then the game will end and the score at that time will count as the final score
- Severe Heat: Game times may shortened in order reduce the chance heat related illnesses. Players are advised to bring plenty of water to keep hydrated and cool when the temperatures are extremely high
- Rescheduling: The league will make every effort to reschedule games if possible
- Rescheduled games will be posted online and captains will be notified of the changes. In instances where games cannot be rescheduled, teams will be notified
RULE 2: UNIFORMS, FLAGS AND EQUIPMENT
2.01 Uniforms
- All team members must wear jerseys of the same color or shade, and must wear different numbers that are visible
- Players must have numbers on the FRONT and BACK of their uniforms
- Numbers must be a minimum of 6 inches in height
- Players not having a number, numbers on one side of their uniform, or if the number is not consistent with the game sheet, will not have their stats accurately tracked, or tracked at all
- Players are not permitted to have anything hanging from their waist. This includes a towel, hand warmers, etc. Only the quarterback may have a play sheet, but it must be tucked into their waist or pocket
- Player uniforms cannot be altered, torn or ripped in any fashion. Jerseys can only be altered to include a player's name, number, team name, or logos
- Uniforms must be tucked into the player's pants so to not to cover up flags
2.02 Flags and Belts
- Each player must wear at least two (2) flags on their belt
- Flags must be clearly visible and must not be covered in by the player's uniform
- Flags must be at least 15 inches in length, any player wearing a flag that has been altered or is less than the required length must change their flags
- Every effort must be made to keep one flag on each hip. Flag belts must be pulled tight before every play to avoid shifting of the flags during a play
- If a player's flag is covered over, the length has been altered or not positioned properly on their hip, the will be penalized for Flag Guarding
- Flag Guarding penalty: 5 yards from spot, loss of down
2.03 Player Equipment and Footwear
- Players are allowed to wear running shoes, and plastic or molded cleats
- Metal cleats or spikes are strictly prohibited. Any player caught wearing metal cleats will be asked to change their footwear
- Jewelry must be removed prior to the start of the game. Medical bracelets may be worn but they must be fastened securely so as not to cause injury
- Players are not allowed to play if they are wearing any form of arm casts
- Knee braces may be worn but must be completely covered by pants or by adhesive or tensor bandages such that no part of the brace is exposed
- Finger splints may be worn to protect an injury, but the finger splint must be appropriately padded
RULE 3: LENGTH OF GAMES, TIME-OUTS AND OVERTIME
3.01 Length of Games
- Outdoor 6-vs-6 Rule: Games are 50 minutes, 2 x 25 minute halves
- Indoor 5-vs-5 Rule: Games are 40 minutes, 2 x 20 minute halves
- The game clock will run continuously for the entire game except in cases of injuries or at the Referee's discretion
- When the clock has been stopped, the clock will start again at the snap
- Only in the last 30 seconds of the second half will the game clock stop when:
- a ball carrier goes out of bounds; or
- a pass is incomplete
3.02 Play Clock, Putting Ball into Play
- Once the line of scrimmage has been set, the offensive team will have 20 seconds to snap into play
- After 20 seconds teams will be penalized with a Delay of Game penalty
- Delay of Game Penalty: 5 yards from LOS, repeat down
3.03 Two Minute Warning
- Two (2) minutes before the end of each half the Referee shall stop the clock and inform both teams of the remaining playing time
- In the final 30 seconds of the game the clock will only stop when:
- a ball carrier goes out of bounds; or
- a pass is incomplete
- In the final 30 seconds of the game the clock will only stop when:
3.04 Overtime
- If teams are tied after regulation time, teams will play a Sudden-Death overtime
- Teams can attempt either a:
- 1 point convert from the 5 yard line; or
- 2 point convert from the 10 yard line
- Teams will have 6 seconds to attempt a forward pass or cross the line of scrimmage
- On a convert the QB can run only when the defense has crossed the line of scrimmage
- If the score is still tied after each team's first attempt, teams will get a second attempt
- If a winner is not determined after two attempts the game will be declared a tie
- Interceptions are live, the defense can run an interception back to the offensive team's end zone for 2 points
- A winner is declared when one team scores, while the other team does not score on their convert attempt
3.05 Team and Referee Time-outs
- Teams are allowed two 30 second timeouts per game (1 timeout per half)
- After a time out, teams will have 20 seconds to snap the ball into play
- There are no timeouts allowed during overtime
- Referees may call time-outs at any time to resolve any on-field calls or disputes
- At the discretion of the referee, the game time may be extended to accommodate time lost due to stoppage of play
3.06 Challenging an Official's Rule Application
- Teams are allowed one free challenge per game to challenge a rule application
- Any subsequent challenges, teams must use a timeout to challenge a ruling
- Only the team captain can challenge a rule application
- Challenges must be asked and directed to the Referee
- Teams may use their free challenge option in Overtime
3.07 Late Starts
- Teams have until 10 minutes past the designated start time to field a full team or the minimum required in order start play
- If a team cannot field the minimum players needed after the designated start time the match may be forfeited and the opposing team will win 14 - 0
- If either team does not get onto the field within a reasonable amount of time, the Referee will shorten playing time in order for the game to continue and finish on time
3.08 Forfeited and Defaulted Games
- If a team forfeits or defaults a game, they will charged a $150.00 default fee and the score will be recorded as a 14-0 loss
- If a team must forfeit a game, please contact the league 24 hours in advance in order for the league to alert the other team and officials that the game is cancelled
- Games may be rescheduled as long as the league has received advance notice
- The default fee must be paid before the next game. Failure to pay fine will result an additional $50.00 fee per game and an automatic 14 - 0 loss until the fees are paid
- Any team that forfeits three (3) games will be removed from the league for the remainder of the season with no refund
3.09 Rescheduling of Games
- Teams may request the only one regular season game to be rescheduled
- There will be a $100 fee to rescheduling a game
- The game will be rescheduled under the following conditions:
- the opposing team agrees to rescheduling the game to a later date, and
- there is time available in the schedule to play the make-up game
RULE 4: PLAYERS ON THE FIELD
4.01 Number of Players on Field
- Outdoor 6-vs-6 Rule: Teams must field 6 players to start the game
- Indoor 5-vs-5 Rule: Each team must field 5 players to start the game
- Teams may play with a minimum of 5 players (outdoor), or 4 players (indoor), without forfeiting the game
4.02 Team Rosters
- Rosters may be changed throughout the regular season
- Changes to the team roster can be made at game time
- Teams must finalize their rosters by the 6th game of the season
- Teams can replace injured players anytime throughout the season with new players
- Any player not on the roster will be asked to leave the game or the team will be disqualified
4.03 Player Eligibility
- Each team must sign in on the team roster sheet before each game
- Roster sheets will have each players full name and number
- Players may be asked to show a piece of photo I.D. as proof of being on the roster
- A drivers license, health card, passport, or any photo I.D. with name will be accepted as a valid identification
- For players to be eligible for the playoffs, they must have participated in a minimum of three (3) regular season games for that team
- Players are prohibited from playing on more than one team. Players caught playing on multiple teams may be asked to leave the game
- Teams must finalize their rosters by the 6th week. No new players can be added to the roster afterwards
- Any player not on the roster will be asked to leave the game or the game will be forfeited or the team disqualified
4.04 Substitutions
- Players cannot substitute on the fly, new players can only come onto the field during a stoppage of play or dead ball
- Players may not enter the field once the offensive team breaks its huddle
- A player who enters the field to communicate a play to a teammate must remain on the field for the next play, violating these rules is illegal substitution
- If substituted players are not off the field prior to the snap the team will be accessed a penalty for too many players on the field
RULE 5: GAME PROCEDURES
5.01 Start of the Game
- The Referee is responsible for the adherence to the rules and regulations by both teams and all officials and will make the final decision on any on-field situation not covered by the rules and regulations in this document
- At the start of each game the referee will toss a coin. The team winning the coin toss will have first choice to pick one of the following options:
- to receive the ball or to defend
- choice of goal to defend
- The team that lost the coin toss will have the option to choose one of the remaining options not chosen by the opponent
- For the second half, teams change ends, and the team that defended in the first half will receive the ball to start the second half
- There is no option to defer
5.02 Putting the Ball into Play
- At the beginning of each play the referee will call the down and whistle ball into play
- Once the line of scrimmage has been set, the offensive team will have 20 seconds to snap the ball
- Failure to snap after 20 seconds will result in a Delay of Game penalty
- Delay of Penalty: 5 yards from LOS, repeat down
- To begin play, the ball must be snapped by the Offensive Center to the Quarterback
- The Quarterback can either be up close or in shot-gun formation when receiving the snap
- Offensive and Defensive players must line up 1 yard from the Line of Scrimmage
- If the ball is snapped before the whistle the offense will receive a False Start penalty
- False Start Penalty: 5 yards from LOS, repeat down
- After every touchdown scored the opposing team will start with the ball at their 5 yard line
5.03 Number of Downs and Series of Downs
Outdoor 6-vs-6 Rules
- The field will be divided into two 30 yard zones, and 10 yard end zones
- The offensive team will have three (3) plays to cross mid-field
- Once over the mid-field line teams will have three (3) plays to score a touchdown
- On the 3rd down the offensive team has the option to:
- Attempt to cross the mid-field line;
- Score from their current field position;
- Turnover possession and the opposition starts at their 5-yard line
- Failure for the offense to cross mid-field or score on their 3rd down, the opposition will take possession of the ball at the spot of the last down
- If an offensive penalty occurs past midfield, but takes the next down back behind the midfield line, the offensive team will have only 3 down to score a touchdown
Indoor 5-vs-5 Rules
- The field is 40 yards in length, with 7 yard end zones
- The offensive team will have four (4) plays to score a touchdown starting from the 5 yard line
- On the 4th down the offensive team has the option to:
- Attempt to score from their current field position; or
- Turnover possession and the opposition starts at their 5-yard line
- Failure for the offense to score on their 4th down, the opposition will take possession of the ball at the spot of the last down
5.04 Rushing the Quarterback
- Players who will be rushing the quarterback must be 1 yard from the line of scrimmage before starting to rush
- A defensive player can only cross the line of scrimmage after three (3) seconds/steamboats
- Up to two (2) defensive players may rush the quarterback
- The quarterback is allowed to run, once a defensive player crosses the line of scrimmage. If the defensive player does not cross the LOS the QB cannot run
- If the QB hasn't crossed the LOS before 6 seconds, the play will be called dead
- Once the ball is handed off, passed, or on a play action fake, defensive players can rush the quarterback immediately
5.05 Passing
- The Quarterback has up to six (6) seconds to throw the ball, as long as they remain behind the line of scrimmage
- Time Sack: If the ball is not passed, or handed off, within the 6 seconds, the play will be called dead, with a loss of down and the ball is spotted 5 yards back from the line of scrimmage
- All passes must be forward and received beyond the line of scrimmage, except for hand-offs
- Shovel passes are allowed, Shovel passes from behind the line of scrimmage are considered a forward pass.
- Illegal forward pass occurs when:
- any part of the passer's body crosses the line of scrimmage, or
- where more than one forward pass is attempted per down
- Roughing the Passer: Defensive players must make every effort to avoid making unnecessary contact with the passer
- Player should also avoid all attempts to hit the player's arm during their throwing motion
- Unnecessary Roughness Penalty: 10 yards from LOS, repeat down
5.06 Lateral Passes
- Lateral passes are permitted. A player receiving a lateral pass must be behind the ball carrier when the lateral pass is thrown
- A fumbled lateral pass will be called DEAD at the spot the ball hits the ground
5.07 Receiving
- All players are eligible to receive passes, including the quarterback
- The ball can be handed off or lateral back. On a forward pass the receiving player must be past the line of scrimmage
- Interceptions are live, and can be run back for a touchdown
- A player must have both feet in-bounds when making a reception
- A receiver who accidentally loses a flag before receiving a pass, the ball will be declared dead at the point of reception, and not where the flag lays
- Ineligible Receiver: If a player starts without all their flags, they will be deemed ineligible, and the play called dead at the line of scrimmage
5.08 Running with the Ball
- Tosses or sweeps made behind the LOS are allowed and are considered are to be running plays
- Lateral passes are allowed and must be made to a player behind the ball carrier
- Spinning is allowed, a player may leave their feet to avoid a defensive player
- Offensive players cannot dive while running with the ball.
- A receiver may dive to catch a ball
- Defensive players can dive, or reach, when trying to remove a flag
- Once a receiver catches a pass, offensive players cannot block a defensive player's path to the ball carrier's flag, or they will receive a Blocking Penalty
- Blocking Penalty: 10 yards from spot, loss of down
5.09 Motion
- Maximum of two (2) players can be in motion before the ball is snapped
- Players can only move parallel to, or away from, the line scrimmage
- Players cannot rush towards the LOS before the ball is snapped
- Illegal Procedure Penalty: 5-yard penalty, repeat down
- Offensive players cannot cross the LOS before the ball is snapped
- Offside Penalty: 5-yard penalty, repeat down
5.10 Offside
- Defensive players will be called for Offside if they:
- cross the line of scrimmage before the ball has been snapped, and
- does not return behind the LOS before the ball is snapped
- Offside Penalty: 5-yard penalty from LOS, repeat down
5.11 Fumbles
- Any time the ball touches the ground the play becomes dead
- When a receiver fumbles the ball, the play will be called dead at the spot of the fumble
- When a snapped ball touches the ground, the ball is still live, and the Quarterback can still pass or hand-off the ball
5.12 Stealing or Stripping the Ball
- An opponent is not allowed to strip, or steal, the ball from the ball carrier
- The play will be called dead at that spot and possession remains with the team that had the ball
5.13 Blocking
- Once a receiver catches a pass, offensive players must make all efforts to not block the defense from de-flagging the receiver
- Players are not allowed to use a Straight Arm to block another player
- Any offensive player deemed blocking or impeding a defensive's player path to the ball carrier will be called for a Blocking penalty
- Blocking Penalty: 10 yards from spot, loss of down
5.14 Illegal Contact
- Players are not allowed to make contact with one another at the line of scrimmage
- Defensive players may not make contact with a receiver that would impede their route
- Offensive players may not make contact with a defender that in order to gain positional advantage
- Any contact made between players will be penalized with an Illegal Contact penalty
- Illegal Contact Penalty: 5 yards from spot, loss of down
5.15 Jumping and Diving
- Players are allowed to jump in order to avoid being de-flagged or to jump over a player who is on the ground in order to avoid causing injury
- A player may jump, or dive, to de-flag a player or to attempt to catch the ball
- Players are not allowed to jump or dive to advance the ball to gain extra yardage or to score a touchdown
- If contact is made by the offensive player, they will penalized for Illegal Contact
- Illegal Contact Penalty: 5 yards from spot, loss of down
5.16 Dead Ball
- If a ball carrier's flag falls off, the play will be whistled dead, and the ball spotted where the flag is on the field
- Play is ruled dead when:
- The official blows the whistle, even if inadvertently
- The ball carrier's flag is pulled or is tagged
- The ball carrier's flag is in a position unable for the defense to pulled
- Ball carrier steps out of bounds
- A touchdown or safety is scored
- When three or more points of the ball carrier's body, other than a hand or foot, touches the ground (ie their two feet and a hand, or knee, or elbow, etc.)
- When the ball is fumbled - If a fumble occurs the ball will be ruled dead at that spot
5.17 Accidental Whistle
- A play becomes dead when an official inadvertently blows the whistle
- When an inadvertent whistle happens the offense will have the following options:
- accept where the ball has been called dead, or
- repeat the down
- If the Quarterback has not thrown the ball, the ball will be called dead and the offense repeats the down
- If there is an interception on the play, then the team with the ball will be considered to be on offense
- The referee will decide which team was adversely affected by the whistle, and that team may choose to either let the play stand or repeat the down
5.18 Bobbled Pass
- If a player who caught the ball was the last player to tip the ball and had been flagged by an opponent after tipping the ball, the pass is considered complete and the ball is considered dead when the player was flagged
5.19 Grounded Pass
- When the passer deliberately throws the ball out of bounds, or to an area where there is no receiver, in an attempt to avoid a loss of yards, the passer will be penalized for grounding
- Grounding Penalty: 5 yards from LOS, loss of down
RULE 6: RUSHING THE QUARTERBACK
6.01 Rushing the Quarterback
- Players who rush the quarterback must be 1 yard from the line of scrimmage and 2 yards to the left or right of the Centre
- Defensive players can only cross the line of scrimmage after 3 seconds, however, they do not have to rush
- Players do not have to raise their arms to indicate that they are rushing the QB
- If a defensive player passes the 1 yard marker or the line of scrimmage they will be penalized for Encroachment
- Encroachment Penalty: 5 yards from LOS, repeat down
- A maximum of two (2) players may rush the quarterback
- The quarterback may hand-off the ball to another player, and that player may in turn throw the ball from behind the line of scrimmage
- Once the ball is handed off, passed, or on a play action fake, defensive players can rush the quarterback immediately
6.02 Rusher Interference
- It is illegal for any player to make contact with a player who is rushing the quarterback
- An offensive player running a route must make every effort to avoid contact with the rusher
- Any contact with the rushing player will result in an interference penalty
RULE 7: FLAGS AND FLAG GUARDING
7.01 Proper Flag Position
- Players must wear at least 2 flags on their belt
- Flags must be at least 15 inches in length
- It is the player's responsibility that their flags are properly positioned on the player's hip and completely exposed and visible
- Uniforms must be tucked into the player's pants so to not to cover up flags
- If a player's flag is covered over, that team will receive a flag guarding penalty
- Any player wearing a flag that is less than the required length, not in the proper position or not reachable by an opposing player, will be penalized for Flag Guarding
7.02 Flagging
- When a flag is removed from the receiver in possession of the ball, the down shall end and the ball is declared dead
- Once a flag is pulled, the defensive player should drop the flag at their feet so the official can spot the location of the where the down occurred
- When a flag is pulled, the ball will be placed at that location where the ball carrier's feet were when the flag was pulled, NOT the location of the ball
- A defensive player may not hold, push, or knock the runner down in an attempt to remove the flag belt
- Players must have possession of the ball before they can legally be de-flagged
- When a runner accidentally loses a flag (not removed by grabbing or pulling), play will continue and the ball called dead where the receiver has caught the ball
- A defensive player cannot intentionally pull a flag from a player without the ball
- Tampering with the flag belt in any way to gain an advantage including tying or other such acts is illegal and will result in an unsportsmanlike conduct penalty
- A receiver who accidently loses a flag before receiving a pass, the ball will be declared dead at the point of reception, and not where the flag lays
- Ineligible Receiver: If a player starts without all their flags, will be deemed ineligible, and the play called dead at the line of scrimmage
7.03 Flag Guarding
- A ball carrier shall not guard their flag by using their hands, arms, or the ball to deny an opponent from pulling or removing a player's flag
- Player's must ensure that their flags are positioned on their hip before play starts
- Flag guarding will be called at the discretion of the referees
- Flag Guarding Penalty: 5 yards from spot, loss of down
RULE 8: CONTACT AND PASS INTERFERENCE
8.01 Incidental Contact
- Due to the nature of the game, players will make contact that is not intentional
- It will be at the discretion of the officials to determine if the player could have avoided making intentional or unnecessary contact
- Actions that do not constitute pass interference include but are not limited to:
- Inadvertent tangling of feet when both players are playing the ball or neither player is playing the ball
- Contact that would normally be considered pass interference, but the pass is clearly uncatchable by the involved players
- Contact by a defender who has gained positional advantage on a receiver in an attempt to catch the ball
- Actions that would constitute pass interference include but are not limited to:
- Contact with a player that restricts the receiver's opportunity to make the catch
8.02 Pass Interference
- Pass interference occurs when a player takes away an opponent's positional advantage
- When a player makes contact with an opponent and moves them off stride or away from their intended direction or position, then pass interference has occurred
- Contact between players is allowed provided that it was:
- simultaneous and a legitimate attempt to play the ball; and
- each player was in an equal and favorable position to play the ball
- Each player has an equal right to a direct path to the arrival point of the ball, however, a player in an unfavorable position cannot make contact with an opponent to reach the ball
- A player who is in an equal or advantageous position to play the ball, compared to an opponent, is considered to have the right to the path of the ball. When that right is taken away by an opponent using bodily contact, pass interference has occurred
- When two (2) opponents cross paths and make contact, the player who had clearly declared the intended path first has the right to that path
- The opponent is not guilty of pass interference if the contact is deemed incidental
- If the officials cannot determine who declared their path first, pass interference has not occurred
- When opponents get their feet tangled up while running their respective routes causing one player to lose balance, a pass interference penalty is not automatic
- The relevant positions and intended paths of each player must be taken into account to determine if pass interference has occurred
- Defensive Pass Interference occurs when:
- the defender makes deliberate contact with the offensive player, and
- that contact impedes the player's ability to catch the ball
- Defensive Interference: Spot penalty and repeat down
- Offensive Pass Interference occurs when:
- the offensive player makes deliberate contact with the defensive player, and
- gains positional advantage in order to catch the ball, or
- impedes the defenders ability to catch the ball and/or guard the receiver
- Offensive Interference: 10 yards from LOS, loss of down
8.03 Pick Play
- An offensive player cannot prevent a defensive player from pursuing their teammate by impeding that player's direct path to pull a flag
- Blocking Penalty: 10 yards from spot, loss of down
8.04 Stationary Position
- A defensive player who has maintained a stationary position after the ball is snapped shall not be penalized for pass interference if run into by an opponent
8.05 Screening
- A player must be facing the ball as it arrives in the target area to be considered to be playing the ball
- As the ball arrives to the target receiver, a player who is not facing or attempting to play the ball cannot extend their arms or wave a hand in an attempt to distract a receiver, to block a receiver's vision or to touch the ball
- If the ball is touched or the receiver's direct line of vision to the ball is blocked, this is pass interference in the target area
8.06 Non Catchable Pass
- When an official considers that a pass cannot be caught even with extraordinary effort, no pass interference penalty shall be assessed even when pass interference occurs by either team
- Any contact that is deemed excessive or unnecessary can be called for a Roughing or Illegal Contact penalty
RULE 9: SCORING
9.01 Touchdowns
- Touchdown are worth 6 points
- After a touchdown, teams can accept either:
- an automatic 1 point, or
- try for 2 point convert from the 10 yard line
- Failure to score on the 2 point convert will result in the touchdown being only 6 points
- In order to score a touchdown or extra point, the ball must cross the goal line
- Players are not allowed to dive into the end zone
9.02 Extra Points
- Teams may choose to go for a 2 point convert from the 10 yard line
- If the Offense fails to score on the 2 point conversion the defense receives the ball at the 10 yard line
- Teams will have only one play and six (6) steamboats to score the extra point
- After six (6) steamboats the play is called dead
- Failure to score the extra 2 points will result in the touchdown counting as only 6 pts
- On a convert, Interceptions are live, and the defense can run the interception back to the offensive team's end zone for 2 points
- If the defense scores on a convert they will start the next play from their 5 yard line
- On a convert the quarterback can run only when the defense has crossed the line of scrimmage
9.03 Safeties
- Safeties are worth 1 point, and will be award only when:
- an offensive player brings the ball into their end zone; and
- has their flag pulled while in their end zone
- After a safety is scored, the defensive team receives possession of the ball at their 5 yard line
RULE 10: POINTS, STANDINGS AND PLAYOFFS
10.01 Points
- A team will be awarded the following points depending on the outcome of the game:
- 2 points for a win
- 1 point for a tie
- 0 points for a loss
10.02 Standings
- A team's position in the standings will be determined as follows:
- Most points earned, win percentage, during the regular season
- Head to head wins/losses between teams tied in points;
- Plus/minus point differential
10.03 Playoffs
- The playoff format is dependent on the number of teams within the league or division
- The playoff schedule will be finalized within a couple of days after the final regular season game has been played
- Depending on the number of teams, not all teams will make the playoffs
- Teams may have to play a wildcard game to qualify into the playoff rounds
- Teams that do not make the playoffs will get to play a consolation game
- The schedule will be in a tournament format, there will be no reseeding of teams between each round
- The Playoff format will be determined based on the number of teams in the league
RULE 11: PENALTIES
11.01 Penalties
- All penalties are 5 yards, a repeat or loss of down and will be assessed from the point of infraction unless otherwise noted in RULES 11.07 and 11.08
- Penalties may be declined except for False Start, Offside and penalties for improper attire (dead ball fouls)
- Game officials determine incidental contact that may result from normal run of play
- Games cannot end on a defensive penalty, unless the offense declines it
- Penalties after an interception shall be assessed after the return is over and/or the play is blown dead
11.02 Enforcement of Penalties
- When a foul occurs during a live ball, the referee shall do the following:
- Blow the whistle to end the play
- Inform both teams of what the infraction was and who committed the infraction
- Allow captains the option to accept or decline penalty
- Only the captain of a team can dispute a referee's call. At this point both referees will discuss the call and make a final ruling on the call
- Loose Ball Fouls: If a foul occurs during a loose ball play, before the ball is caught, the penalty will be enforced from the line of scrimmage
- Running Play Fouls: If a foul occurs during a running play, after the ball is caught, the penalty will be enforced at the spot where the run ends
- Half the Distance: A penalty cannot take the ball more than half the distance from the enforcement spot to the offending team's goal line. If the penalty is greater than this, the ball is placed halfway between the enforcement spot and the goal line
- Foul on a Score:
- If a defensive player is fouled by the offensive team during a down which results in a successful touchdown or extra point, the acceptance of the penalty nullifies the score
- If an offensive player is fouled by the defensive team during a down which results in a successful touchdown or extra point, then the penalty is automatically declined
- Double Fouls: when both teams commit fouls during the same play, both penalties will cancel out and the down is replayed
11.03 Official Ruling
- In the event of a dispute with a rule that is not completely clear within the rulebook, the final say will belong to the head Official on the field or the League Commissioner
- To the best of their ability, league Officials, will respect, and act in the best interest of the participants, the League, and uphold the integrity the game
11.04 Holding
- There are two types of Holding:
- When the offensive player runs into a defensive player, who already has established position, and is held or blocked and their flag is pulled
- When a defensive player holds an offensive player's uniform and impedes their forward progress in order to retrieve their flag - Illegal Contact penalty
- Holding calls will be at the discretion of the referees
- Illegal Contact Penalty: 5 yards from spot
11.05 Fighting
- There is zero tolerance by the league for players involved in fighting
- Teams will be penalized a $200.00 fine, for each player involved in a fight
- Player(s) will be automatically ejected from the game and suspended for the remainder of the season. Player(s) may also be permanently banned from the league
- Teams and players may appeal the suspension and/or fine
11.06 Unsportsmanlike Conduct
- Any acts deemed by the officials to be unsportsmanlike or unnecessary roughness such as, but not limited to:
- flagrant contact or intentional tackling;
- shoving, elbowing, blocking, or intentional tripping;
- swearing, trash-talking and taunting; or
- any actions deemed excessive and unsportsmanlike by the officials
- The Officials have the right to eject player(s) from the game for any Unsportsmanlike behaviour
- A player cannot intentionally run into another player in order to initiate a penalty
- Players are prohibited from running head first, jumping or diving over an opponent
- Excessive trash talking and/or taunting is not allowed
- If the trash talking, or taunting, is deemed offensive to the officials, opposing players, teammates or spectators, the referee will give a Unsportsmanlike Penalty, and may eject the player(s) from the game
- The Officials have the right to end the game before regulation time, if they feel it is necessary
- Unsportsmanlike Penalty (Offense): 15 yards from spot, loss of down
- Unsportsmanlike Penalty (Defense): 15 yards from spot, repeat down
11.07 Defensive Penalties
Infraction |
Penalty |
Offside |
5 yards and repeat down |
Illegal Substitutions |
5 yards and repeat down |
Illegal Rushing |
5 yards and repeat down |
Illegal Flag Pull |
5 yards from spot, repeat down |
Illegal Contact |
5 yards from spot, repeat down |
Holding |
5 yards from spot, repeat down |
Tripping |
5 yards from spot, repeat down |
Pushing |
5 yards from spot, repeat down |
Pass Interference |
Possession at spot, repeat down |
Unnecessary Roughness |
10 yards from spot, repeat down |
Unsportsmanlike Conduct / |
15 yards from spot, repeat down |
11.08 Offensive Penalties
Infraction
|
Penalty
|
Offside / False Start
|
5 yards, repeat down
|
Delay of game
|
5 yards, repeat down
|
Illegal Substitution
|
5 yards, repeat down
|
Player out of bounds
|
5 yards, repeat down
|
Diving
|
5 yards from spot, loss of down
|
Flag Guarding
|
5 yards from spot, loss of down
|
Offensive Holding
|
5 yards from spot, loss of down
|
Illegal Forward Pass
|
5 yards from LOS or spot, loss of down
|
Grounding Pass
|
5 yards from LOS, loss of down
|
Time Sack
|
5 yards from LOS, loss of down
|
Blocking
|
10 yards from spot, loss of down
|
Offensive Interference
|
10 yards from LOS and loss of down
|
Unsportsmanlike Conduct /
|
15 yards from LOS and loss of down
|
RULE 12: APPEALS AND SUSPENSIONS
12.01 Appealing to the League
- Team may protest and challenge a rule interpretation, changes in playing time, player eligibility or suspensions
- Any team or player wishing to make a protest must inform the officials at the end of the game and outline their reasons on the game-sheet at the end of the game
- Protests must be submitted by email, to the league within 48 hours
- Failure to submit an appeal within 48 hours will result in the loss of the right to make an appeal, in which, the results of the game will be final
- If, after investigating the matter, it is found that an error was made by the League, the League has the right to have the game replayed in part, or in whole, at a later date, otherwise the results stand as is
12.02 Suspensions
- Any player who receives a Unsportsmanlike Penalty, AND is ejected from a game, will receive an automatic 1 game suspension
- Players who are suspended will be notified of the decision, as well as the team's coach or captain of the suspension
- The player, coach or captain, may appeal the suspension, and must do so within 48 hours after being officially notified of their suspension
- Any player who receives three (3) Unsportsmanlike Conduct penalties will be ejected from the league for the remainder of the season, and will be subject to review by the league Commissioner