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Updated November 29th 2024

 

OVERVIEW OF PROGRAM

This Spring season of Flag Football will begin on April 20th and will be completed on June 25th 2024. The season will consist of 9 regular season games and playoffs.

All divisions in both leagues will play traditional 5-on-5 flag football.

PRACTICE

The BMFA will not be supplying fields for practices or funds for practice fields.  Practice times and practice locations are selected by each team’s coaching staff.  

INCLEMENT WEATHER  

In the event of thunder and lighting game play will halt.. Play can resume 30 minute after the  last sighting of lighting or hearing thunder. The referee will make the call on all weather conditions with No Exceptions. 

FIELD SIZES

JV/SV–    GAMES WILL GO IN 1 DIRECTION OFFENSIVELY INTO THE PROPER FIELD ENDZONE (20 YDS PER HALF PLUS THE ONE 10 YARD ENDZONE)  STARTING AT THE 40 YARD LINE BOUNDED BETWEEN SIDELINE AND 5 YDS PAST THE HASH MARK – SEE DIAGRAM IN FIELDS SECTION

ALL OTHERS –   60 YARD FIELD (20 YDS PER HALF PLUS TWO 10 YARD END ZONES) BOUNDED BETWEEN SIDELINE TO HASH MARK – SEE DIAGRAM IN FIELDS SECTION

FIVE YARD NO RUN ZONE AT GOALINE.

FLAG RULES

GENERAL OUTLINE OF THE GAME

TYKE / ATOM / PEEWEE / BANTAM

  • 4 on-field players (minimum)
  • Winner of coin toss gets first possession on its own 5-yard line; loser chooses end, and gets possession at start of 2nd Half
  • Teams change ends for 2nd Half
  • Each team starts possession from their 5 yard line
  • Tyke Division plays 4 downs for 1/2 field and all other divisions play 3 downs for 1/2 field
  • 3 downs  (4 downs in Tyke) are given to gain center field; if achieved, a new series of 3 downs (4 downs in Tyke) is given to score a touchdown
  • Failure to gain center field or to score in the given downs causes possession to revert to the other team, which then starts at its own 5-yard line
  • Interceptions – defense can return interceptions until flagged; intercepting team will start with the ball at the point of flag; same first down rules apply from that starting point
  • Each team is allowed ONE – 60 second time-out per half, clock stops
  • Team time out must be requested by a player on the field
  • 25 seconds to put the ball into play after the ref. “whistles in the play”

JV / SV

  • 4 on-field players (minimum)
  • All Games will go in one direction offensively into the proper field end zone starting at the 40 yard-line
  • Winner of coin toss gets first possession on its own 40-yard line and loser gets possession at start of 2nd half
  • 3 downs are given to gain center field; if achieved, a new series of 3 downs is given to score a touchdown
  • Failure to gain center field or to score in the given downs causes possession to revert to the other team, which then starts at the 40-yard line going in the one direction
  • Interceptions – no returning them; worth 1 point and intercepting team gets new possession at 40-yard line; same first down rules apply from that starting point
  • Each team is allowed one 60 second time-out per half, clock stops
  • Team time out must be requested by a player on the field
  • 25 seconds to put the ball into play after the referee “whistles in the play”
  • There will be no running plays allowed in JV or SV

TIMING

  • Tyke plays 2 x 20 minute halves running time
  • All other divisions play 2 x 22 – minute halves running time
  • 2 minute rest at half time
  • At the end of half the referee announces 5 plays; then 5 plays will be played to end of period
  • In the last five (5) plays:
  • Only the last play will be repeated after an infraction is called
  • Converts are considered a play
  • If Touchdown scored on last play, team can attempt a convert

RUSHING

  • Rusher Starts at 10 Yards for Tyke, Atom, Peewee and Bantam; 7 Yards for JV & SV
  • Rusher is deemed the first player to cross the line. In order to “maintain the privilege of a clear and direct path without interference”, the rusher(s) must line up no further than 2 yards to either side of the “rusher’s bag”. Any player rushing outside 2 yards of the rushers bag can rush but does not have this privilege
  • Designated rusher inside the 2 yard mark will declare by raising their hand prior to snap
  • Tyke and Atom divisions only one mandatory designated rusher allowed;  All other divisions can have any number of players rushing the QB
  • If there is no rush, the QB has 7 seconds [5 seconds in JV & SV] from the snap, to throw the ball; the count ends if the ball is given to another player; countdown to be called by official
  • All defenders may rush once the ball has been handed or tossed or faked to a second player in the backfield, as this latter action cancels the requirement of the rusher rule

OTHER GAME PLAY NOTES/Questions Answered

  • First to possess the ball will be deemed the QB (first to touch after snap)
  • QB may be directly behind the center, or in the “shotgun” formation, any distance back
  • Center must snap the ball between the legs
  • Play action fakes in any direction by the QB are allowed
  • Only one forward pass over the line of scrimmage per play (thrown, shoveled in the direction of the opponent’s goal line)
  • Multiple handoffs are allowed.
  • Defensive players must be at least 1 yard away from the LOS (line of scrimmage) prior to snap
  • Any defender in front of center must be at least 3 yards away, before the snap
  • Forward handoffs are allowed – new Football Canada Flag Rule Change
  • Forward passes behind the LOS are allowed (i.e. screen passes) – new Football Canada Flag Rule Change
  • Fumbles are dead; only exception is the QB-Center exchange, (the snap), if mishandled/untouched remains live to QB in order for play to continue; in these instances, the defense need only touch the QB or the ball to end the play, whether possession has been regained or not (1 hand touch)
  • Lateral passes to secondary player behind the QB which strike the ground first are dead at point of contact
  • Lateral pass muffed by secondary player that then strikes the ground, is live ball to that player only
  • Losing a flag – player who has possession may continue to play until they are touched by the defense (1 hand)
  • Ball in possession is defined as stop rotation
  • Ball placement will be at the point ball held at time of whistle.
  • One running play allowed per offensive possession unless at or in the no run zone (not applicable for JV & SV)
  • Unlimited motion towards the offenses dead ball line (behind LOS) prior to snap
  • Spinning is allowed during a run but at least 1 foot must be on the ground when spinning (no jump spinning)
  • Penalties may result in additional downs being awarded
  • Players are encouraged to hand flags back to opponents or drop flags at point of flagging after play is dead
  • Players must exercise control to avoid unnecessary contact
  • Tipped passes can be advanced
  • Running play occurs when team A advances a backwards or lateral pass over the line of scrimmage; if stopped prior to gaining any yards, it is not considered a running play
  • In JV & SV, a handoff or lateral where the runner advances the ball beyond the line of scrimmage will be considered a running play; this is not allowed and will result in loss of down

    NOT ALLOWED

    • Kickoffs, punts
    • “Guarding the flag” in any manner
    • Jumping/hurdling past defender(s) to avoid “de-flagging”; play is dead at point of jump
    • Attempting to advance the ball after being “down on the ground” – anything other than 2 feet and one hand contacting the ground constitutes “being down”; knee down rule applies
    • QB running the ball across a line of scrimmage
    • Running the ball over the line of scrimmage when scrimmaging on or within the opponent’s five-yard line (No Run Zone)
    • No laterals after the catch
    • Blocking/obstruction, holding/tackling
    • Any defender contacting the QB’s arm during the throwing motion

    EQUIPMENT REQUIRED

    • Mouth guards properly in place– no option;
    • 2 flags will be used, one on each side
    • Flags properly attached and available at the start of each play;
    • Shirts tucked in, (Tyke, Atom, can have shirts pulled down with belts and flags attached around waist) and with belts not dangling, nothing obstructing access to flags;

    EQUIPMENT NOT ALLOWED

    • Shorts/pants with pockets
    • Metal cleats or spikes
    • Tampering with the ball surface
    • Casts or braces not properly covered

    SCORING

    • Touchdown – 6 points; when the ball breaks the plane of the goal line
    • Converts: 1 point, LOS on the 5 yard line, no runs allowed
    • Converts: 2 points, LOS on the 10 yard line, run is allowed even if the 1 run has been used
    • Interception on convert can be run back across the original LOS; points awarded based going for 1 or 2; 1 point for reaching the 5 yard line; 2 points for reaching the 10 yard line
    • Safety touch – 2 points
    • JV & SV Interceptions – no run back; 1 point and the ball at the 40 yard line for the intercepting team
    • JV & SV Interceptions on converts are dead, no points for interceptions on converts so no need to return them to the LOS

      Mercy Rule

      • When one team is more than 30 points up on the other team, then the team behind gets to start at the opponent’s 10 yard line and has 4 plays to score. The team that is up by 30 or more points will start on their own 5 yard line (or 40 yard line in JV & SV). They will have 2 chances to get to midfield and another 2 to score. If the difference becomes less than 30 points at any time, it will revert back to regular game play

      MOST COMMON INFRACTIONS

      Definitions:

      • Blocking: When a player deliberately impedes an opponent’s approach to the ball, ball carrier, or potential ball carrier by making bodily contact with the opponent.
      • Bodily Contact: When a player contacts an opponent in such a manner as to stop the opponent’s forward motion, to push the opponent backwards, to knock the opponent down or to move the opponent off stride or away from the opponent’s intended direction or position.
      • De-flagging player ‘not in possession’: flag removal when player does not have possession of the ball.
      • Flag Guarding: any action by the ball carrier to interfere with contact to a defender’s attempt at flag removal, including, but not limited to;
      • running with the arm at a level that obstructs a defender’s attempt;
      • using the ball to hinder the defender’s attempt;
      • pushing away a defender;
      • lowering a shoulder to obstruct a defender’s attempt;
      • Holding: grasping a PLAYER’S person/clothing and impeding that player’s progress, whether the flag has been pulled or not.
      • IMPEDE: TO FORCE AN OPPONENT TO CHANGE DIRECTIONS OR SLOW DOWN WITH OR WITHOUT CONTACT.
      • INTERFERENCE ON RUSHER: ANY ACTION THAT TAKES AWAY THE RUSHER’S DIRECT PATH TO THE QB. OR PASSER
      • Illegal Rush: rush by a defender who had not lined up according to rule or did not abide by the other restrictions before crossing the line of scrimmage.
      • Intentional Grounding: QB throws ball to area over the line of scrimmage with no receivers to avoid being flagged by opponent
      • Objectionable Conduct: any action deemed to be inappropriate, derogatory or demeaning.
      • Offside: breaking the plane of the line of scrimmage before the snap.
      • OBSTRUCTION: WHEN A PLAYER IMPEDES AN OPPONENT’S APPROACH TO THE BALL, BALL CARRIER OR INTENDED RECEIVER WITH OR WITHOUT CONTACTING THE OPPONENT
      • PASS INTERFERENCE (TARGET-AREA ) OCCURS IN CLOSE PROXIMITY TO THE ARRIVAL POINT OF THE BALL AND RECEIVER. ALL ELSE IS OBSTRUCTION.
      • Screening: When any player who is not playing the ball extends the arms or waves a hand in an attempt to distract a receiver, to block a receiver’s vision, or to touch the ball. If the ball hits the “screener”, the play is treated as target-area pass interference.
      • Tackling: standing directly in the path of the ball carrier and creating contact in an attempt at flag removal, thereby impeding that player’s progress; OR, grasping the ball carrier’s person/clothing and causing that player to fall.
      • Tripping: leg contact causing the opponent to fall, will be at the officials discretion.
      • Unnecessary roughness: any action causing excessive contact or that is deemed to be extreme/unwarranted

      PENALTY APPLICATIONS

      Most infractions incur a penalty of 5 yards; the non-offending team has the option to decline the penalty.

      LEGEND

      • DnR. = Down not repeated.
      • DR. = Down repeated.
      • F. = Flag thrown.
      • LoS. = Line of Scrimmage.
      • NO. = No Options, no opportunity to
      • decline penalty.
      • PBD. = Point where the ball was ruled dead.
      • PoI. = Point of Infraction.
      • P5. = Penalty of 5 yards.
      • StO. = Subject to Options.
      • W. = Whistle blown to end play.
      • WF. = Whistle blown AND flag thrown

      APPLICATION

      • Blocking/Interference WF., P5., PoI., DnR., NO.(Generally, by the offence during a run)
      • Deflagging player ‘not in possession’: F., P5., PoI., DnR.
      • Flag Guarding: WF., P5., PoI., DnR., NO.
      • Holding: F., P5., PoI., DR., StO.
      • Illegal Rush: F., P5., LoS., DR., StO.
      • Intentional Grounding: F. PoI., DnR
      • Jumping/diving: WF., P5., PoI., DnR., NO.
      • Objectionable Conduct: F., P10., PBD., automatic 1st. down, NO.
      • Obstruction: By the offence, of the rusher – F., P5., from LoS., DR., StO.
      • Offside: F., P5., LoS., DR., StO.
      • Pass (Remote Target) Interference:
      • By the offence, target area – P5., LoS, DnR., StO.
      • By the defence : target area – F., P5., PoI, automatic 1st.. down, StO.
      • Remote area – F., P5., LoS., DR., StO.
      • Screening: F., P5., LoS, automatic 1st.. down, StO.
      • Tackling: F., P5., PoI., automatic 1st. down, StO.
      • Tripping: F., P5., PoI., automatic 1st. down, StO.
      • Unnecessary Roughness: F., P10., PoI., automatic 1st. down., StO.

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      Burlington Minor Football Association

      Location

      BMFA
      P.O. Box 62051
      Burlington Mall
      Burlington, ON L7R 4K2

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