Flag Football Tournament Players All players must sign in with the

Flag Football Tournament
Players
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All players must sign in with the Field Supervisor before game starts. All players must show SAIT
ID.
Captains are the only ones who may discuss matters with the officials.
Captains are responsible for determining the eligibility of players on their team.
Games will be played with five (5) players on the field per team.
The Game
1. Length of Game:
 Playing time is two twenty (20) minute, runtime halves with a five(5) minute break at
half time.
 Huddles will be a maximum of thirty (30) seconds in length. A five (5) yard penalty may
be assessed if a team is too long in the huddle. The 30 second play clock begins when
the referees have set the line of scrimmage.
 When there are five (5) minutes remaining in a half, it should be announced that the 5
minute rule is now in effect. This means that the team with the ball will complete their
series of downs, and then the other team will complete a series of downs, and the other
team will complete a series of downs, then the half will end, regardless of the time it
takes. If the ball is intercepted during the final series, the intercepting team can score
on that play, but will have a new series of downs( this means the team that had
possession first during the final 5 minutes does not get a second set of downs).
 Converts and kick – offs are not considered part of a series, if the 5 minute warning
occurs during a convert or kick – off both teams will get another series of downs.
2. General Scrimmage Rules
 The winner of the coin toss can choose to kick off or receive a kick from the opposing
team; or they can choose an end of the field to defend.
 The offensive team consists of a Quarterback (QB) and four (4) receivers.
 The defensive team consists of five (5) defenders.
 The person who receives the snap is automatically considered the QB for that play. The
QB cannot run the ball past the line of scrimmage (even if rushed).
 The offensive team has the choice to put the ball into play by either having the QB
‘snap’ the ball to him/ herself or using an eligible receiver to snap the ball to the QB
(direct or shotgun).
 A player is considered down when:
i. One or more flags are missing from their belt as a result from a tackling attempt.
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3. Flags
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ii. The player’s body touches the ground anywhere from the knee up (hands are
excluded)
iii. The player goes out of bounds. A player is out of bounds when any part of the
players body touches the ground on the out of bounds line or beyond.
Teams have four (4) downs to reach midfield should they begin with the ball in their
own end. When the ball crosses the midfield, the downs reset and the offense has 4
downs to score a touchdown.
If the flag drops without a tackling attempt, the game reverts to one – hand touch. If the
flag is pulled in error by an opponent and the player without the flag receives the ball,
the game is again reverted to one- hand touch. A player deemed to have intentionally
pulled an opponents flag before the ball was received will receive a ten (10) yard
penalty at discretion of the ref.
If a flag drops on a scoring run (not as a result of a tackling attempt) the result is
touchdown. If a flag drops because of a tackling attempt, the ball is dead where the
flag naturally falls.
Any obvious gesture by a player to prohibit their flag from falling to the ground will
result in the runner bring called ‘down’.
4. Scoring
 Points will be awarded for the following:
i. Touchdown – 6 points
ii. Conversion – (from 5 yard line) – 1 point
iii. Conversion (from 10 yard line) – 2 points
iv. Safety touch – 2 points
 If the defensive team intercepts the convert and runs the ball back to the other end –
zone the team will score as many points as the opposing team was attempting (1 or 2
points). If the defensive team picks off the convert attempt and is flagged before
reaching the end – zone, play is dead and kick off process would follow.
 After the convert play has been concluded, the scoring team will kick off to the non
scoring team.
5. Rushing/ Blocking
 One (1) defensive player is allowed to rush the QB after a count of five (5) steamboats.
 If the QB has not thrown the ball within ten (10) steamboats all defensive players can be
activated to rush
 If the QB has not thrown the ball within fifteen (15) steamboats the play is called dead
and considered a sack of the QB.
 There is absolutely no blocking or physical contact allowed.
 A player is entitled to his/ her stationary position or immediate path on the field, and
physical contact is to be avoided.
6. Passing
 Only the QB has the ability to pass the ball forward over the line of scrimmage.
 A forward pass may not be thrown if the ball has advanced across the line of scrimmage
 All players on the field are eligible to catch a pass.
 If the defense intercepts a pass, they become the offense after that play has ended.
 For a pass to be complete, the receiving player must have control of the ball and have at
least one foot in bounds before any other part of their body lands out of bounds.
7. Pick Plays
 A ‘pick play’ is when one receiver/ offensive player runs interference on the defensive
player that is covering another receiver. Pick plays are illegal and may not be used.
 For a play to be considered a pick, an imminent collision or actual physical contact must
be made.
 An imminent collision would be if a defensive player had to stop running because an
offensive player got directly in their route and there is no way to get around them.
 A good rule of thumb is that when two offensive players cross within one (1) yard of
each other they are attempting a pick play if the defender is affected by their actions.
8. Punting
 A team can only punt on the 4th down and they must inform the defending team if they
plan to do so. (There are NO fake punts).
 If the ball is kicked out of bounds, then the receiving team must take their first down at
the point where the ball went out of bounds.
 If the kicking team recovers a punt before it touches a player on the receiving team, the
ball still goes to the receiving team.
 Defensive teams cannot block a punt.
 The punting team can ‘down’ a punt. If the receiving team chooses not to play a ball
that’s on the ground or if the punting ball get to a ball on the ground first, then the
punting team can touch the ball and the receiving team will begin its series of downs
from where the ball is touched.
9. Kick – Off
 A kick - off will take place from the kicking team’s 20 – yard line.
 If the ball goes out of bounds prior to the receiving team’s end – zone, whether or not it
lands inbounds before going out, the kick – off will be repeated five (5) yards back from
the original kick – off location. The receiving team also has the option of taking the ball
where it went out of bounds.
 If the ball does not travel ten(10) yards there will be a 10 yard penalty and a re – kick.
 On a kick – off the ball is live and may be received by either team. This means that
onside kicks are acceptable.
10. Penalties
 Unsportsmanlike Conduct: 15 yard penalty
i. The penalized player may be removed from the game and suspended from
further league activities, pending review from Field Supervisor. If the defense
commits a foul, a down will be played over unless a first down is made. If the
offense commits a foul a loss of down occurs in addition to the 15 yard penalty.
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Too many players on the field : 5 yard penalty from the line of scrimmage.
i. Down is over unless a first down is made.
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Guarding the flag : 15 yard from the point of the infraction.
i. Down over if the offense commits the foul. First down if committed during a
kick return, 15 yards back from the position where the ball carrier was
deflagged.
Unnecessary Roughness: 15 yard penalty from the point of infraction/ possible ejection
from the game at the referee’s discretion. Unnecessary roughness may include:
i. Straight arming by carrier on an offensive play – loss of down.
ii. Straight arm by ball carrier on kick return - loss of down.
iii. Ball carrier charging defensive player without trying to change direction – loss of
down.
iv. Defender shoving or pushing ball carrier off balance – down over unless first
down is made.
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Wearing flags or jerseys improperly: 5 yard penalty from the line of scrimmage and the
down is over.
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Offside: 5 yard penalty from the line of scrimmage and the down is over.
The following penalties are applicable only on offense and on kickoff returns:
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Illegal procedure and failure to remain stationary on line of scrimmage: 5 yard from
line of scrimmage: 5 yard penalty from line of scrimmage and down over.
Delay of Game: 5 yard penalty and down is over.
Holding: 10 yard penalty from the line of scrimmage, down is played over.
o On a kick return it is ten yards from the point of infraction and first down.