JAM rules for Football - Outdoor Flag 7's (STAGE 3)


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***COVID-19 Update***

 

Football – Flag 7’s (Outdoor)

There are two formats of Flag Football 7’s under JAM Rules. The major differences between the two formats are game lengths. Games are either two (2) 40-minute halves with a 5-minute break for half-time OR are 55 minutes in length. Check your specific program details and your online schedule for exact start and end times. Both formats are described in their entirety below.

 

Game Time

There are two formats of Flag Football 7’s programs under JAM programming. Games are either two (2) 40-minute halves with a 5-minute break for half-time OR are 55 minutes in length. Check your specific program details and your online schedule for exact start and end times. Please arrive early to ensure you get the full use of your allotted field time. Regardless of when your game begins your game will always end on time to allow the succeeding games to begin at their scheduled time.

Time Keeping: The JAM Ambassador on site will be keeping track of time and will determine the end of your game. In this instance, you will receive a warning indicating the final five (5) plays remaining in your game and a final signal for the end of your game. Once the final signal occurs your game is over. The same will apply for time warnings leading into halftime (if applicable)

Halftimes: In the 85 minute game time format, there will be two 40-minute halves and 5-minute halftime for all games. For the 55-minute game time format, there is no stoppage for halftime unless requested by one of the teams. If a half-time is requested, then it must be accommodated by the opposing team.

Switching Sides: If one side of the field has a potential advantage, teams should agree BEFORE the game that they will be switching sides at approximately the mid-point of the game (and agree on the time to switch). A captain that requests a switch pre-game MUST be accommodated.

 

Players

Teams are comprised of seven (7) players with a minimum of two (2) of each gender on the field. A default will occur if any team cannot field a squad by 15 minutes after the official start time. A team can play with a minimum of 6 people, as long as there are two (2) of each gender.

Gender Numbers: Teams are comprised of seven (7) players with a minimum of two (2) of each gender on the field. 

Defaults: A default will occur if any team cannot field a squad 15 minutes after the official start time.  A team can play with a minimum of 6 people, as long as there are two (2) of each gender.

Exceptions: 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!

 

Playing Area

Depending on the game location, either the on-site JAM Ambassador or Team Captains will pace out the field so it is approximately 35 paces wide and 50 paces long with end zones 10 paces deep.  Team Captains should review the field dimensions before the game begins.

 

Equipment/Set Up

Team captains are responsible for bringing the supplied football, four (4) field markers, a set of ten (10) flag belts (with 2 flags each) and field permits (if necessary) to each location for every game.  Each team should bring both light and dark coloured shirts to each and every game.

 

Uniforms

Teams are required to bring both light and coloured shirts to every game. Team colours are posted on the JAM website in your schedule. If two teams have the same colour the team captains should contact each other to ensure that each team knows what colour to wear.

Defaults: There is no default for players that don’t wear the right colour. However, that player must do everything they can to ensure it’s not confusing for the opposition. Whether this means wearing a pinny, a hat, a teammate’s shirt, etc. Under no circumstances can a player purposely deceive the opposition.

 

Flag Football 101

The following outlines the basis of the rules of Flag Football 7’s Programs:

 

General Rules: 

 

Dead Play: 

 

Discrepancies: 

 

Regular Season Matches

Games can be tied during the regular season.

 

Playoffs Eligibility and Tiebreak

There must be a winner in a playoff match. In the event that the match ends in a tie, teams will partake in the following tie-breaker until a winner is determined:

A coin toss (or rock-paper-scissors) will determine which team has first possession to start overtime.  Teams will take turns trying to score from their opponent's 5-yard line. Teams will have only 1 down to score a touchdown.  Each team will get a chance with one possession to score.  If still tied after both teams have had a single possession, it will be sudden-death and the next team to score wins.  If a team scores on defence (runs an interception back for a touchdown) then the game is over.  Please ensure this overtime runs quickly as teams after you need to get their games started.

 

Rough Play

Any rough or physical play will result in immediate expulsion from further league play and may result in a lifetime league expulsion. Please see the JAM General Policy for our official guidelines 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. 

Please note that on-site staff members have full autonomy when supervising games. Games may be stopped entirely, players may be asked to leave the playing area or be removed from the game entirely under their discretion.

 

Alcohol

There are absolutely no alcoholic beverages permitted on JAM property. Any offenders will be asked to leave the league without refund. No exceptions.