Indoor Turf FLAG FOOTBALL RULES

 

IT IS THE RESPONSIBILITY OF BOTH TEAM CAPTAINS TO EMAIL IN THE SCORES & SPIRIT POINTS BY 5:00 P.M. THE FOLLOWING DAY.  IF THIS DOES NOT OCCUR, A LOSS WILL BE RECORDED.  NO EXCEPTIONS!

 1. Equipment/Field Set-Up:  Team captains are responsible for bringing the supplied Wilson football, four (4) field markers, and a set of ten (10) flag belts (with 2 flags each) for every game. Captains must pace out the field with pylons so it is approximately 18 paces wide with end zones 8 to 10 paces deep.  Each team should bring both light and dark coloured shirts to each and every game.The field should already be marked with OSSC pylons (but bring your own just in case!).  Each team should bring both light and dark coloured shirts to each and every game.

 2. Game Time/Default:  Please arrive 15 minutes early to warm up and so that your games start on time.  Games are 55 minutes in length, with no break for half-time.  Games must start and end ON TIME - games that start late DO NOT finish late. Teams are comprised of five (5) players with a minimum of two (2) women and two (2) men on the field.  A default will occur if any team cannot field a squad 10 minutes after the official start time.  A team can play with a minimum of 4 people, as long as two (2) of the players are women, and two (2) of the players are men. Captains may agree to waive the rules regarding minimum people but this should be decided before the game starts.  IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS! 

 3. General Rules: 

  1. A coin toss will decide who will start on offense.
  2. The game will start with the ball placed 5 paces out from the offensive team's endzone.  After each score, the new offensive team will also start their drive 5 paces out from their endzone.  There will NOT be kick-offs at any point. 
  3. Spinning - An offensive player CAN turn their bodies from side to side, but CANNOT spin 360 degrees.  This prevents defensive players from injuring their fingers. If a player spins, the ball is dead at the point where the spin occurred.
  4. Offensive players may not block or otherwise obstruct any defensive players
  5. Offensive players cannot protect/cover/hide/block his/her flag. If the person with the ball blocks the defenders hand from grabbing their flag, the play is dead where the block occurred.
  6. Flags should be placed on the hips of each player at the outset of each play.  The flag must be on top of all clothing and cannot be folded over such that the Velcro attachment is on the inside.  If a flag inadvertently falls off the ball carrier, or if a player attempts to grab a flag and there is not one on the hip of the offensive player, the play is stopped at that location. 
  7. An offensive player can dive or jump to catch a ball, but once in possession he/she cannot leave their feet at any time.  This includes all forms of jumping and diving.  If the ball carrier breaks this rule, the play is dead at the point where the player stood before the infraction.
  8. The offensive team has FOUR (4) downs to cover the entire field. If the offensive team fails to score on the 4th down [revised January 18, 2004] , the ball is turned over and the new offensive team starts their drive from the position where the last play ended.
  9. Unlike outdoor flag football, the offensive team DOES NOT have the option of kicking on the 4th down.  However the offensive team can elect to "punt" on the 4th down which will result in the defensive team taking over at the half way line on offense (revised December 1, 2004).
  10. The defense must loudly count five (5) “steamboats” before rushing the quarterback.  While counting, the defense must line up at or behind the line of scrimmage. 
  11. First point of contact:  A receiver is determined to be "in" or "out" based on their first point of contact with the ground.  If a player lands first with one foot in-bounds, and then the other foot touches down out-of-bounds, it IS a fair catch, but the play ends where they touched the out of bounds line.  If a player catches the ball, but is straddling or lands straddling the sideline, it is NOT a catch. Only a ONE foot landing is needed - as long as that foot touches down in-bounds.
  12. Scoring: A point is scored when a player catches any legal pass or runs the ball into the defensive end zone prior to having one of their flags stripped.  Please note that it is not enough to have the "plain of the end zone" broken by the ball - to score a player must step over the line in the end zone.
  13. The quarterback may only run the football at the end of the 5 “steamboats” when and if the defense crosses the line of scrimmage.
    This pertains to any defensive player (not just the player covering the qb)
  14. Teams receive one (1) point for each touchdown.  There are no conversions.
  15. From the time the ball is placed on the line of scrimmage, the offense has 30 “steamboats” to start the next play.  Running down the clock with an unnecessarily long huddle is not an acceptable strategy.
  16. Safe Plays: A defender may not step in front of the ball carrier or block a running lane if it has the potential to create an unsafe play.  Likewise, an offensive player should not run with their head down, in an attempt to run through the defenders. In other words, incidental contact is inevitable, but players should not be run over.  Please use your best judgment.
  17. If a defending team sacks the quarterback  (or any offensive player with the ball) in the offensive end zone, the ball is turned over at midfield to the defending team.
  18. Fouls (including picks) that are called by the offence or defence will lead to a re-down (the play starting over from the line of scrimmage).  Once a foul is called, the play must stop and the play is started over.  If the offence/defence is fouled, they can choose not to call a foul if it is an advantage to do so. ie a receiver is fouled as they catch the ball and continues to run the ball in for a touchdown. (update Fall 2006).
  19. Ending the game - All games end exactly 55 minutes after the official start time.  Please ensure that all players are aware of how much time is left in the game.
  20. Other obscure or minor NFL or CFL rules WILL NOT APPLY (e.g. it is NOT a foul if a defensive player has his/her back to the ball and inadvertently blocks a pass with their arms or back of their head).
  21. A game can end in a tie during the regular season. 
  22. Teams may call a one (1) minute time-out per half if needed except during the last 10 minutes of play.
  23. Please wear shorts/pants with NO pockets. This will reduce finger injuries when trying to grab the flags (revised December 2004).

 4.  Dead Play:  If a player carrying the ball slips/falls and one knee touches the ground, the play is dead and the defense does not have to remove a flag for the play to stop.  PLEASE OBSERVE THIS RULE CAREFULLY!  It helps immensely in promoting safer play.  In addition, if the football touches the ground for any reason (kickoffs, fumbles, handoffs, etc) the ball is dead and the play is over.  The next play is started at the spot where the ball hit the ground in the case of kickoffs, and at the spot where the last person touched the ball for all other situations.

 5. Discrepancies:  All games are self-refereed.  Disputes about a possible infraction are to be discussed amongst the people involved in the play.  If an agreement cannot be reached, don’t waste time arguing the play - simply redo the down.  Please play safely and with good spirit.

 6. Rough Play:  ANY ROUGH OR PHYSICAL PLAY WILL RESULT IN IMMEDIATE EXPULSION FROM FURTHER LEAGUE PLAY AND MAY RESULT IN LIFETIME LEAGUE EXPULSION.  PLEASE SEE THE OSSC POLICY SHEET FOR OUR OFFICIAL POLICY ON THIS SUBJECT.  It is recognized that incidental contact between players is inevitable – however, all players should go out of their way to avoid creating an unsafe play.  This rule supersedes all others.

 7. Playoffs: Games are 50 mins in length. If the game is tied at the end of regulation time, the game continues until a team has scored to break the tie.