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
- PLAYER FEE (RESIDENT)
- PLAYER FEE (NON-RESIDENT)
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.