INDOOR FLAG RULEBOOK (5 v 5)
These rules were created with the help of The Canadian Amateur Rule Book Flag Football. This will ensure that all players will have the opportunity to get themselves familiarized playing at a national level.
Field Layout
Approximately 30 yards wide x 60 yards long (20 yard halves)
10 yard end-zone on each side
No run zone at the 5 Yard line from the endzone
3 downs to half and 3 downs to score from the half
Possession starts at 5 Yard line of your own endzone
The offensive team takes possession of the ball at its 5-yard line and has 3 plays to cross midfield. When a team crosses midfield, it has 3 plays to score a touchdown. If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line.
If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line.
All possession changes, except interceptions from scrimmage play, start on the offensive 5-yard line
Ball
Each team will be allowed to provide a game-ball for their offence sequence to the referee prior to each game. If a ball is not provided 5 minutes before the start of the game, an EFL provided ball will be used for the entirety of the game.
The ball must be an adult size ball with 12.5-13.5 psi
The team on offence is responsible for retrieving the football in between plays.
The referee is NOT responsible for retrieving the football.
Uniforms
All players must wear their team jerseys.
Each player MUST wear a jersey with the registered jersey number on the back of their jersey. Failure to do so, players stats will not be recorded.
Players not in uniform will not be eligible to play unless they have their jersey. See below for exception.
If any player on a team is missing their official jersey, that player may still participate with a same coloured shirt. If a player on a team is not in the same coloured shirt as their team the offending will incur a penalty which will award the opposing team to enforce a 15 yard penalty on their opponent or to use the 15 yard penalty for themselves to advance the ball. This can only be done ONCE during the game. If the non-offending team enforces this rule on offence, they can move the ball across half thus, resulting in a new set of downs or they can move the ball to the 1 yard line of their opponent goal line after they have crossed the half.
The wearing of jewelry is strictly prohibited.
Pants/shorts without pockets are recommended.
All players must wear different numbers and ensure they are visible. Changing jersey numbers during a game is deceitful to the opponents and prohibited. Uniforms cannot contain any equipment that would cause injury to any player, such as flexible padding
Shoes
Athletic shoes including those with rubber cleats are permitted.
Athletic shoes with metal cleats are strictly prohibited.
Protective Equipment
Mouth guards are highly recommended.
Player Equipment
Players must tuck in their jersey/shirt with their flag belts clearly visible
Players shirt must be tucked inside shorts/pants and not be obstructing with the flags.
Players must have their flags on the side of their hips and the belts must be worn on the beltline.
Players will be provided with an official league sanctioned flag belts & flags.
Any challenge regarding equipment compliance shall be decided by the head referee prior to each game.
Players can use their own belt & flags. However, refs & league reserves the right to ask the player to switch out to league provided equipment if belt is not up to league code for any reason.
Attendance
Players must play 33% which is 2 games in regular season to be eligible for playoffs.
A played game is when a player has at least played one play a game either on defense or offence
Stat Keepers will take attendance before the game begins. If a player is late, they are eligible to participate, however, it is their responsibility to let the stat keepers know to note down that they were in attendance.
Stat keepers are unable to go back into the system to update attendance once the game has begun
Length of Game
The official game is 40 minutes (2x20 minute halves).
Each team has 2 30-second time-outs per half. These cannot be carried over to the second half or overtime.
Pro Clock
In the last minute of both halves, the clock will stop in the following circumstances:
To award a first down, also after a change of team possession
To complete a penalty
When the ball or the runner goes out of bounds
When a pass or fumble (forward or backward) strikes the ground
When a score is made and during and after the following PAT
When a charged timeout is granted
At the 1-minute mark of the 2nd half, the Pro Clock will be cancelled when the point spread is 25-points or more. Once the pro clock is cancelled, the pro clock can not be reinstated for the game.
General Play
The winner of the coin toss shall choose if they would like to start with the ball, choose a side, or defer their choice to the beginning of the 2nd half.
The offensive team takes possession of the ball at its 5-yard line and has 3 downs (plays) to get to the halfway point. If they cross the halfway point, they will receive another 3 downs to score.
If the offence fails to cross the half or score, the other team will receive the ball at their own 5 yard line.
There is no minimal distance required by the quarterback who can be either up close to the center or in shot-gun formation.
All possession changes, except interceptions from scrimmage play, start on the offensive 5 yard line.
The quarterback, defined as the player that gains possession of the ball from the Center, cannot run with the ball past the line of scrimmage, unless the ball has been handed off, tossed, pitched or lateraled to another player and then returned.
If an offensive penalty in the “No Run Zone” occurs that takes the team outside the “No Run Zone”, then the team still cannot run.
Running
The center is the player who gives the ball to the quarterback via a snap. The center cannot take a direct hand off back from the quarterback (no center sneak play). Any violation of this play is illegal forward handoff.
A run play occurs when a player crosses the line of scrimmage with the ball without a forward pass being thrown.
The player who takes the handoff, toss, pitch or lateral can throw the ball from behind the line of scrimmage.
Spinning and dipping is allowed, but the ball carrier cannot dive forward or jump to avoid a defensive player or gain yardage (no diving).
The ball is spotted at the location of the ball when the ball carrier’s flag has been pulled. The ball shall be placed so the long axis is parallel to the sidelines.
All players must be behind their side of the Line of Scrimmage neutral zone at the snap of the ball. Violation of this occurs if they have stepped into the neutral zone placing 1 or more of their feet on the ground prior to the snap and is an offside penalty.
Any number of players can be in motion when the ball is snapped; only the center must be at the line of scrimmage. Players in motion towards the line of scrimmage will not be considered offside unless they have entered the 1 yard scrimmage neutral zone by placing 1 or more of their feet on the ground at the snap of the ball. If they return back behind their side of the zone before the ball is snapped, they will not be penalized.
Rushing
All players who rush the passer must be 7-yards for 5v5 from the line of scrimmage at any point after the ball has been snapped. Both the line of scrimmage and the rusher line will be marked with a bean bag. Any number of players can rush the quarterback. Players not rushing the quarterback may defend on the line of scrimmage after the snap. The rusher must rush continuously, in a direct path towards the quarterback if they are in the pocket or are rolling out. Once the ball is handed off, tossed, pitched or lateraled or a fake handoff, toss, pitch or lateral occurs, the 7-yard rule no longer is in effect and all defenders may go across the line of scrimmage from anywhere on the field.
A rusher lined-up within the 2-yards of the rush line marker cannot line up directly over it, they must choose / position themselves on 1 side or the other and be a minimum of 12 inches away from it clearly indicating which side they are rushing from. The rusher will lose their free direct path to the quarterback if they switch the side they are rushing from after the center positions the ball for a snap. Rushers must also ensure that their entire body is behind the rush line marker, even if they are leaning forward.
Any type of accidental or deliberate contact with the quarterback’s upper body or their arm including the ball in their hand by the rusher while they are attempting to throw the ball will result in an illegal contact penalty. This also includes any other offensive player who is attempting to throw the ball.
If the offensive player’s arm is in motion forward while attempting a pass when their flag is pulled by a rusher the play will be allowed to continue.
Flagging
To prevent the ball carrier from advancing, an opponent must pull off 1 or 2 flags without preventing the ball carrier to move forward. The ball is declared dead at this point. Once the defender has removed a flag, they are to remain in place hold the flag up for the officials to confirm the play has stopped and return the flag to the ball carrier. If a defensive player does not immediately return the flag back to the ball carrier, the official will issue a warning to the captain of the team at fault. If the situation repeats itself, no matter which player is involved, the official will issue an objectionable conduct penalty.
The officials will whistle the play dead when they see that a defensive player has removed (flagged) 1 of the flags of the ball carrier. If a ball carrier does not have all his or her flags, the player is eligible to receive the ball, however, they cannot advance it. If a ball carrier’s flag is moved out of position by a defender in an attempt to flag them, the play will be allowed to continue. Players wearing belted flags must ensure that they are not too loose and cannot move around easily.
An eligible pass receiver who loses a flag at anytime can still receive a forward pass, but the ball will be declared dead at the point of reception. Players winding flags on belts will be warned the first time, next time removed from the game.
Passing
The quarterback has 7 seconds to throw the ball after the ball has been snapped. If a pass is not thrown within the 7 seconds, a delay of pass penalty shall be called.
The offensive official will verbalize the 7-second count at 5 seconds for the quarterback so that they can hear / know that time is running out to pass the ball. If the quarterback’s arm is in forward motion when the 7-seconds expires, then the play will be allowed to continue.
Once the ball is handed off, tossed, pitched or lateraled or a fake handoff, toss, pitch or lateral occurs the 7 second rule is no longer in effect.
Only 1 forward pass thrown is allowed in a down.
Interceptions change the possession of the ball.
Shovel passes are allowed.
Once a player catches a legal forward pass, they are no longer allowed to lateral the ball.
Interceptions can be returned by the defense.
On interceptions that occur and remain in the end zone, the ball becomes dead and turned over to the intercepting team at its 10-yard line.
If a ball is intercepted and the ball carrier runs into their own endzone where they are flagged, except in the case of an inadvertent whistle, the result would be a safety for the other team.
Obtaining Points
Touchdown: 6 points
Extra point: 1-point (Played from midpoint of 5-yard line only) “No Run Zone”
Extra point: 2-points (Played from midpoint of 10-yard line only)
Safety: 2-points
Interception return on Extra Point Convert to the opponent’s end zone: 2-points + Ball Possession
Converts
When a penalty affects the normal point of scrimmage of a convert attempt, the awarding of 1 or 2-points will be based on where the original convert attempt was scrimmaged prior to any penalty application or repeated convert attempt.
If the team chooses the extra point convert from 5-yards, this is within the “No Run Zone”.
After the interception, if there is a penalty against the original offense, the yardage will be applied to the intercepting teams next possession.
On a convert, if the defense commits a Pass Interference or Illegal Contact penalty on 2 consecutive plays, the offense will be awarded the points for the convert.
Overtime
There is no overtime in regular season. Games can end in a tie.
Playoff 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 (“No Run Zone”); or
2-point convert from the 10-yard line
Interceptions are live, the defense can run an interception back to the offensive teams end zone for 2-points
If the game is still tied after each team has completed their play, then the teams will repeat until a winner is declared.
A winner is declared when one team scores and the other does not on their convert attempt.
PENALTIES
All penalties are 5-yards, the down will be repeated, and will be assessed from the line of scrimmage unless otherwise noted.
In a single penalty application, all penalties may be declined except dead ball fouls, major fouls, and penalties that stop the current play (flag guarding, delay of pass, etc.) In a multiple penalty situation against one team, penalties that stop the play may be declined by the non-offending team if they choose to accept another penalty.
Yardage on penalties, except Major fouls, will not exceed half the distance to the opposing team’s goal line from the line of scrimmage. The yardage on a Spot Foul is assessed from where the infraction took place. The ball can never be placed closer than the 1-yard line.
Game officials determine incidental contact that may result from normal run of play.
Games cannot end at half time or the end of the game on an accepted penalty.
Penalties after an interception shall be assessed after the return is over and/or the play is blown dead.
Defensive spot of fouls penalties that occur behind the line of scrimmage will be applied at the line of scrimmage instead of the spot.
If a dead ball foul occurs after a scoring play, the non-offending team will get the choice to apply the yardage to the convert or to the start of the next possession.
Defensive Penalties
Offside – player(s) lined up across or crossing the Line of Scrimmage at the snap of the ball.
Disconcerting Signals – signals to distract or simulate offensive signals prior to snap.
Illegal Rushing – player(s) not lined up at least 12 inches on 1 side from rusher bean bag or rushing & crossing the Line of Scrimmage from inside the 7-yard rusher bean bag.
Pass Interference – both contact & non-contact that interferes with an offensive player catching a ball while it is in air, also includes screening & pushing off at Spot of Foul (Automatic First Down).
Illegal Contact – physical contact such as impeding, redirecting, obstruction, blocking, holding, & tackling as well as any upper body contact with an offensive player throwing the ball including the ball in their hand at Spot of Foul (Automatic First Down).
Illegal Flag Pull – pulling a flag of a player before they have the ball at Spot of Foul (Automatic First Down).
Offensive Penalties
Delay of Game – ball is not snapped within 20 seconds, play whistled dead.
Delay of Pass – ball is not passed by Quarterback in 7 seconds, play whistled dead.
Offside – player(s) lined up across or crossing the LOS at the snap of the ball.
Illegal Snap – Center lifting or moving ball to simulate a snap.
Flag Guarding, Jumping or Diving – ball carrier uses any part of their body or ball to prevent flags from being pulled or advancing the ball, play is whistled dead at Spot of Foul.
Rusher Interference – impeding a rusher’s direct path to Quarterback.
Interference – impeding, redirecting, obstruction, blocking with no contact, play whistled dead at Spot of Foul.
Illegal Contact – physical contact such as impeding, redirecting, obstruction, blocking, holding & tackling (Loss of Down).
Pass Interference – both contact & non-contact that interferes with a defensive player’s catching a ball while it is in air, also includes screening, pushing off & pick plays (Loss of Down).
Illegal Participation – Player goes out of bounds by themselves, returns inbounds & then touches the ball inbounds
Illegal Running Play – a quarterback running with the ball across the Line of Scrimmage without any transfer of the ball. Play whistled dead.
Illegal Forward Pass – when a second forward pass occurs, or when a forward pass occurs after the ball has crossed the Line of Scrimmage. Play whistled dead.
General / Major Penalties
Illegal Substitution - Any offensive player substitution after the center is prepared to snap the ball and any defensive player substitution during the play.
Game Interference – any substitute players, coaches or spectators interfering with ball, player or official while ball is in play.
Objectionable Conduct – players, coaches, teams or spectators using profane language or gestures, threats, demeaning or intimidating remarks & actions, persistent arguments, fake injuries, delay of game or targeting players to initiate contact will result in a 5-yard penalty. Any player, coach, team or spectator receiving a second Objectionable Conduct penalty during a game will be ejected from that game.
Major Foul – Any obscene act of roughness or unfair play by players, coaches, teams, or spectators will result in a 15-yard penalty being assessed against their team as well as LOD or AFD. If the intent of the infraction was to cause bodily harm, or unfair play has made a mockery of the game, the penalty can result in a game ejection. Major fouls cannot be declined and must always apply their yardage in full.
Dome Policies
I. DOME ACCESS
a. All users must enter and exit through the revolving doors only. If accessibility is required, please see onsite facility staff to assist.
b. Users may enter the dome 5 minutes prior to their group’s start time and no earlier.
II. OUTDOOR TURF ACCESS
a. All users must enter and exit through the main gate.
b. Users may enter the gated area 10 minutes prior to their group’s start time and no earlier.
III. PROTECTING THE TURF
The following are not permitted inside the facility:
a. Food
b. Sunflower seeds
c. Tobacco products
d. Chewing gum
e. Smoking
f. Driving stakes
g. Metal studded cleats
h. Shoes or boots worn in snow or salt
WE ASK THAT ALL VISITORS USE THE BOOT SCRAPERS OUTSIDE TO REMOVE ANY SALT, SNOW, DIRT OR MUD
III. WASHROOMS
a. Washrooms are available for use inside the Centennial College Athletic and Wellness Centre (AWC) during that facility operating hours only. Monday to Friday 7am to 7:30pm in Summer and 10pm in Winter, and Saturday/Sunday 10am to 5pm in Winter. AWC is closed on all holidays and many random weekends throughout the year.
b. If the AWC is closed, the only washroom available is the portable toilet outside the sports field facility.
IV. PARKING RATES
All individuals and/or groups utilizing a vehicle for transportation to and from the facility are required to mark in the designated college parking lots. Rates are:
$4.25/hour
$10.50 day pass
Monday to Friday entering after 5:30pm is $6.50 flat rate
Weekends are $6.50 flat rate
V. OTHER POLICIES
1. Time Slot Transitions – All time slots end 5 minutes prior to the scheduled end time, to allow for a transition between user groups. Example – 5:00pm to 6:00pm time slot – group must end at 5:55pm and begin to exit the field, as the next user group will begin at 6:00pm. Therefore, 1 hour is 55 minutes, 1.5 hour is 85 minutes, 2 hour is 115 minutes.
2. There are no warm-ups permitted on the sideline of the fields, while other user groups are on the field.
3. All user groups must begin to exit the facility 5 minutes prior to the scheduled end time and be out of the facility at the scheduled end time.
4. Spectators must remain on the entrance side of the field at all times and maintain a distance away from the marked playing field.
5. Spectators are not permitted to enter the playing field area at any time.
6. Children must be accompanied by an adult at all times while inside the facility.
7. Play and kicking balls is not permitted on the sidelines at any time.
8. Use of Centennial College training equipment is only permitted if approved by Centennial College.
9. DOME - User groups are not permitted inside the facility vehicle airlock at any time.
10. Use of profane language is prohibited.
11. Baseball and softball hitting is not permitted, unless into the appropriate equipment approved by Centennial College.