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ADULT FLAG FOOTBALL INFORMATION

UPDATED: March 20, 2008

All interested sponsors, players, coaches, referees please call 647-1345 to be placed on the list. An information meeting will be held once enough teams or players have been secured.

Three leagues will be available permitting enough registrations are received.

LEAGUES:

1. Adult Flag: Open to any adult, age 18 and above.
2. Adult Flag 35: Open to any adult, age 35 and above.
3. Adult Coed: Open to any adult, age 18 and above. No more than five (5) men on the field at any time.

The "Adult Flag" will be the primary league. If there is not enough teams to form an "Adult 35" or "Adult Coed", those teams will be allowed to play in the primary league.

FEES:

  • TEAM (SPONSOR) FEE
    • $200.00
  • PLAYER FEE (RESIDENT)
    • $10.00
  • PLAYER FEE (NON-RESIDENT)
    • $15.00

     

The rules listed below are draft rules and may be changed or amended before the first game of the 2008 season.

Rule 1. THE FIELD, PLAYERS, AND EQUIPMENT

A. The field shall be rectangle 80 yards by 35 yards, including two 10 yard end zones. The field shall be marked into four (4) 20 yard zones. The 3 and 10 yard try-for-point lines shall be 1 yard wide. The Team Areas are two yards from each sideline and between the 20 yard lines.

B. THE PLAYERS

1. All teams and players must be registered with the Canton Park District. All players must sign a waiver and pay individual fees prior to playing the first game. No exceptions. Team Captain is responsible for making sure that all individual fees are paid.
2. Players must play only for the team for which they are originally rostered, unless a team picks up one player to avoid a forfeit.
3. Seven players constitute a team. A team may start play with 5 players. If a team drops below 5 players anytime during the game for reasons other than injury the game shall be recorded as a forfeit. Teams may only pick up one player to pull them to 5, 6, or 7 players
4. Eight players constitute a Coed team. A Coed team may start play with 6 players. If a team drops below 6 players anytime during the game for reasons other than injury the game shall be recorded as a forfeit. Teams may only pick up one player to pull them to 6, 7, or 8 players
5. Players maybe added to a team roster at anytime during the season, but must have played at least 4 games with the same team prior to the tournament to be eligible for the tournament. Teams may have up to 15 players on their roster.
6. Pick up players may not be used during tournament games. A game will not start until all players have checked in with the District staff person at the field.
7. Players must be at least eighteen years old. If a player is not eighteen years of age, the team will forfeit the game(s) in which that player played.

C. EQUIPMENT

1. Each player on the field must wear a one-piece belt (provided by the Canton Park District) at the waistline with three flags permanently attached, one flag on each side and one in the center of the back. The flag belt must be free of any knots.
2. Shoes must be soft-soled soccer/football type cleats or cross-country, tennis, or astroturf shoes. NO HARD PLASTIC, LEATHER, OR METAL IS ALLOWED IN THE CONSTRUCTION OF CLEATS OR SHOES. WET TURF SOCCER SHOES (SCREW-IN CLEATS) ARE ALLOWED. Molded one-piece screw-ins with a cleat length of ½ or less are permitted.
3. No belts, pockets, belt loops or drawstrings on pants. No exceptions- players will not be allowed to play.
4. The use of headgear, jewelry, shoulder pads, body pads, or any unyielding or dangerous equipment is prohibited. Players may wear a knit or stocking cap and use soft, pliable gloves if they desire. No baseball style caps or bandannas maybe worn at anytime.
5. Tape or bandage on the hand, wrist, forearm, or any other part of the body is prohibited except to protect an injury. Under no circumstances will a player wearing a cast or splint be allowed to play. Braces with exposed metal parts must be covered.
6. No red or yellow pants/shorts. Flag color must contrast color of shorts.
7. Each team must wear team shirts with numbers for player identification. The jerseys need to be long enough so that they remain tucked in during each down or cut at least 4"above the flag belt. Each team must wear the same color jersey or shirt. If not, jersey will be provided. The jersey must be tucked in to allow for grabbing the flag.
8. Each team must provide their own footballs. Footballs must be regulation size but may be rubber covered, leather, or synthetic leather. Coed teams may use regulation, intermediate or youth sized footballs.
9. Any decision on the legality of any equipment on or being used by a player will be made by the supervisor on duty, and his/her decision will be final.

Rule 2. TIMING

A. PLAYING TIME AND INTERMISSIONS

1. Games will be played at Hulit Park JFL Fields. Each team will have a 5 minute grace period at game time if needed. If grace period is used it will be taken from the game time.
2. If a team forfeits two games, the team will be allowed to play out the remainder of the season, but will not be able to play in the end of season tournament.
3. Practice times are reserved through District office at (309) 647-1345. Calling to reserve field time is required.
4. The game will consist of two halves of 20 minutes. Approximately 2 minutes before the end of the first and second halves the Referee shall stop the clock and inform both captains of the playing time remaining in that period. In the last 2 minutes of each half, the clock stops for the following occurrences:

-Time out by a team or an official-starts on the snap
-After a touchdown or a safety-starts on the snap
-During penalty enforcement- dependent on previous play
-Ball or player out of bounds-starts on the snap
-Incomplete pass-starts on the snap
-First down-dependent on previous play
-Touchback-starts on the snap
-Change of possession-starts on the snap
-Team attempting to conserve time illegally-starts on the ready
-Team attempting to consume time illegally-starts on the snap

5. Half-time will be 5 minutes. The referee shall have discretion to reduce the length of the half-time if conditions deem it necessary.
6. Overtime: The two captains will determine the options by a coin flip. The home captain will call the toss. The winner of the toss shall be given option of offense or defense. The loser of the coin will have the option of picking which end zone. Teams will alternate choices if additional overtime periods are played. ALL OVERTIME PERIODS ARE PLAYED TOWARD THE SAME GOAL LINE. Each team will be given a series of 4 downs to score as previously stated. If the defense intercepts the ball and returns it for a touchdown, they will win the game. If it is not returned for a score, the ball will placed at the 10 yard line. Each team is entitled to one time-out per time overtime. The game will continue to be played until a winner is determined.
7. Each team will be permitted 2 time-outs per-half. These time-outs shall be 1 minute in length and first half time-outs do not carry over to the second half of the game.

Rule 3. PRE-GAME AND KICKING

A. THE TOSS AND OPTIONS

Procedure: Three minutes prior to the start of the game, the referee shall toss a coin, and the visiting team captain shall call the toss. The captain winning the toss shall have choice of options for the first half or shall defer their option to the second half. The options for each half shall be:
A. To choose whether his/her team will start on offense or defense.
B. To choose the goal his/her team will defend. The captain, not having the first choice of options for a half, shall exercise the remaining option.

B. PUNTS

A. All punts must be announced.
B. No offensive player may pass the scrimmage line until the ball is kicked.
C. The defense cannot rush during a punt.
D. Kick Catch interference: While a protected scrimmage kick is in flight beyond K's scrimmage line, K shall not touch the ball or R, or obstruct R's path to the ball. This prohibition does not apply if the act is after the kick has been touched by R. K may catch, touch, muff or bat a protected scrimmage kick in flight beyond K's scrimmage line if no R player is in position to catch the ball.

Rule 4. SNAPPING AND PASSING THE BALL

A. SNAPPING THE BALL

1. The player who receives the snap from the center must be at least 2 yards behind his/her scrimmage line. The snapper shall pass the ball back from its position on the ground with a quick and continuous motion of the hand(s).
2. The offensive team must have a minimum of 4 (5 for coed) players on the line of scrimmage at the time of the snap. A player in motion is not counted as one of the 4 or 5 on the scrimmage line.

B. PASSING THE BALL

1. All players are eligible to touch a forward pass after it is thrown. The passer may catch his/her own forward pass provided it has been touched by another player first.
2. If a legal forward pass is caught simultaneous by members of opposing teams, the ball is immediately dead upon returning to the ground and belongs to the offense.
3. A forward pass is a live ball thrown towards the opponent's goal line. A backward pass is a live ball thrown parallel or backwards. The initial direction of the pass will determine whether or not the ball is backwards or forwards.
4. Defensive players must not contact the passer at anytime during or after the play. They may only go for the flag. Rushers may try to deflect the ball, but they may not contact the passer even if the ball is deflected. If the defender contacts the passer, it is considered roughing the passer.

Rule 5. SCREENING, RUSHING, AND CONTACT

A. SCREENING AND RUSHING

1. Screening blocking is legally obstructing an opponent without using any part of the body to initiate contact with him/her.
2. The offensive screen block shall take place without contact. The screen blocker shall have his/her hands and arms at his/her side or behind his/her back. Any use of the hands, arms, elbows, legs, or body to initiate contact during an offensive player's screen block is illegal. A blocker may use his/her hands or arms to break a fall or to retain his/her balance.
3. Defensive players must go around the offensive player's screen block. The arms and hands may not be used as a wedge to contact the opponent. The application of this Rule depends entirely on the judgment of the official. A rusher may use his/her hands or arms to break a fall or retain his/her balance.
4. These actions are judged similarly to the block/charge call in basketball.

Rule 6. FLAGGING

A. A ball carrier is down at the point where his flag is pulled.
B. If runner loses flag(s), he will be considered down if defensive player touches him with one hand between the shoulder and knees.
C. A defensive player may not tackle or charge into a ball carrier. Defensive players must keep one foot in contact with the ground while attempting to pull the ball carrier's flag.

Rule 7. SCRIMMAGE LINE/LINE TO GAIN/SCORING

A. SCRIMMAGE LINE/LINE TO GAIN
1. Teams will have four downs to make it across the line to gain markers, located at twenty yard intervals. A first down may also be given to the offense as the result of penalties.
2. There will be a one-yard restraining line for the defense.

B. SCORING
1. Touchdown 6 points
2. Safety 2 points
3. Extra Points 1 point from 3 yards
2 points from 10 yards
3 points from 20 yards

-If defense intercepts and scores they will be awarded 3 points
4. MERCY RULE: 35 points anytime during the second half. If at the 2:00 minute warning of the second half, a team is in the lead by 19 points or 25 points (Coed), the game will end.

Rule 8. PLAYER/TEAM CONDUCT AND RAIN OUT POLICY

A. No foul language or unsportsmanlike conduct will be permitted before, during, or after the game. If an unsportsmanlike conduct occurs before or after the game the player will be asked to leave the facility and will be ejected for at least one game. Referees will eject the player immediately from the game. If the District Staff person deems it necessary, they may eject a player from the game or stop the game until order is restored. If a player is involved in a fight he will be suspended for the next two full games.
B. If a player is ejected from a game due to unsportsmanlike conduct, he/she is allowed to remain on the bench. If the ejected player creates a problem for the game officials from the bench area, they will be asked or told to leave the field area. The field area is defined as "out of sight, or out of sound." If the ejected player refuses to leave after a reasonable amount of time has passes, the referee will inform the captain that the game will be forfeited. The ejected player must serve a one game suspension. Two unsportsmanlike fouls on one player will result in an ejection.
C. No alcoholic beverages allowed at the fields or in the parking lots. Any player who violates this Ordinance will be suspended for one game and may be ticketed. Subsequent violations will result in the team forfeiting the next game.
D. In case of rain or inclement weather, a game will be considered a complete game if at least half of the game has been played. If not, the entire game will be made up at a later date.
E. No pets or animals on premises - game will stop until the animal has been removed.
F. Each team is responsible for cleaning up their area.