JAM rules for Tournament Rules: Flag Football
© JAM 1996-2024
Tournament Rules: Flag Football
The following rule book will cover all JAM Flag Football Tournaments. It is described in its entirety below.
JAM is for Everyone – Inclusion Statement
Our program offerings are designed to be inclusive for all members of the JAM community. Our goal is to create a welcoming gender policy that uplifts and supports each player where they are at. To ensure we can offer something for everyone, our programs may be offered in the following formats: Mixed-Gender, Women's, Men's, and Open.
Many of our league rules specify gender-based roster requirements, the goal of which is to ensure that each player has an equal opportunity to be included in gameplay.
Everyone participating in a JAM program is welcome to compete based on their gender identity and gender expression; regardless of their gender assigned at birth. Members whose gender identity does not align with the binary man/woman construct are welcome to play in all our mixed-gender and open programs.
Nonbinary, trans, genderqueer, and all other players who identify as a gender minority can count towards the roster minimums for either men or women in our mixed-gender leagues.
Game Time/ Defaults
- Please arrive 5 minutes prior to your start time to ensure that your games start on time.
- Games are typically 25 minutes in length, with no stoppage for halftime. Time format may vary for a specific tournament; if so, changes will be noted in that tournament's schedule.
- Teams are comprised of 5 players (indoor) and 7 players (outdoor) and require minimum two (2) men or gender minority players and two (2) women or gender minority players on the field at all times. Some tournament formats will be open (aka no gender requirements).
- The JAM Ambassador will act as timekeeper. A whistle will be blown to start and end the game.
- There must be a minimum of two men and women on the field at all times.
Team Format
Teams are comprised of 5 players (indoor) and 7 players (outdoor) and require minimum two (2) men or gender minority players and two (2) women or gender minority players on the field at all times. Some tournament formats will be open (aka no gender requirements).
Equipment/Set Up
- Equipment including footballs, flags, and flag belts will be provided on-site. Teams should bring both light and dark coloured shirts for the tournament.
General Rules
The following outlines the basis of the rules of JAM Flag Football Tournaments:
In general, standard flag football rules apply to all JAM tournament games.
- A coin toss will decide who will start on offense.
- The game will start with the ball placed 5 paces out from the offensive team's end zone. After each score, the new offensive team will also start their drive 5 paces out from their end zone. There will NOT be kick-offs at any point.
- Each offensive play starts at the line of scrimmage. The ball MUST be placed on this line prior to the "snap" - i.e. a play CANNOT be started with the ball in the hands of the Quarterback behind the line of scrimmage or in the huddle. The quarterback can "snap" the ball to him/herself, or receive the ball via a snap from a 'centre', but must shout "Hut" loud enough for everyone on the field to be aware that the play has started.
- 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.
- Offensive players may not block or otherwise obstruct any defensive players. Crossing plays are permitted, however, it is the responsibility of both offensive and defensive players to avoid physical contact at all times.
- Offensive players cannot protect/cover/hide/block their flag. If the person with the ball blocks the defender's hand from grabbing their flag, the play is dead where the block occurred.
- 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. An offensive player that is missing a flag may make a play on the ball, but once they have possession of the ball while missing a flag they are considered "down" and the play is dead at that spot. A defensive player cannot pull off the flag of the offensive player before the offensive player receives the ball. Flags must be a minimum of 12 inches in length (from top to tip), and 2 inches in width. A diagonal is allowed at the end of the flag but may not exceed 2 inches in length. Please click here to see a diagram of flag dimensions.
- An offensive player can dive or jump to catch a ball, but once in possession, the player 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.
- The offensive team has THREE (3) downs to cover the entire field. If the offensive team fails to score on the 3rd down, the ball is turned over and the new offensive team starts their drive from the position where the last play ended.
- 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. As soon as the quarterback releases the football, the defenders can cross the line of scrimmage. Therefore, if the quarterback makes a pass or handoff to a receiver who remains behind the line of scrimmage, the defender CAN rush the receiver. (i.e. the defenders do not have to wait until the receiver crosses the line of scrimmage).
- 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 the receiver went out of bounds. 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.
- The quarterback may only run the football at the end of the 5 "steamboats" when and if the defense crosses the line of scrimmage. (If the defender does not cross the line of scrimmage, the QB cannot run at any time).
- 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.
- 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.
- When the ball is in the air, no player may initiate contact, particularly while attempting to make a defensive block. This has the potential to create an unsafe play (and potential collision of heads).
- It is the responsibility of both offensive and defensive players to avoid physical contact at all times.
- When it comes to playing safe, please use your best judgment.
- 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. No points are scored. This includes the scenario where a quarterback voluntarily downs him or herself in the end zone on 3rd down.
- At no time should any player hold onto the clothing of another player in an attempt to slow them down or impede their playing space.
- Other obscure or minor NFL or CFL rules WILL NOT APPLY (e.g. it is NOT a foul if a defensive player has their back to the ball and inadvertently blocks a pass with their arms or back of their head).
- If a player runs out of bounds during a play for any reason, the player CANNOT re-enter the same play (i.e. a player runs out of bounds, then back in bounds and catches a touchdown, this does not count.
- Teams may call a one (1) minute time-out per game needed, except during the last 10 minutes of play
- NEW: Teams have the option to declare a 'punt' on third down if the line of scrimmage is on their half of the field. When the team declares a 'punt', the third down will not be played and the opposing team will take possession of the ball at the half-way point of the field
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 "plane of the end zone" broken by the ball - to score a player must step over the line in the end zone.
- Teams receive one (1) point for each touchdown. There are no conversions.
- Ending the game - Teams will continue to play until the sound of the buzzer. As soon as the buzzer sounds, the game is over. If a play is currently in progress (ball has already been snapped), the two teams will finish the final play.
- A game can end in a tie during round robin play.
- In the playoffs, a game that is tied at the end of regulation time will go into extra time. 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 defense (runs an interception back for a touchdown) then the game is over.
Discrepancies/Disputes:
- If there are any disagreements or disputes about a particular play, the play will revert back and teams will need to replay the down.
Preliminary Round Matches
Preliminary Round games can be tied during the regular season.
Playoffs 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:
In the playoffs, a game that is tied at the end of regulation time will go into extra time. 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 defense (runs an interception back for a touchdown) then the game is over.
Rough Play
Any rough or physical play will result in immediate expulsion from further tournament play and may result in a lifetime tournament 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 tournament without refund. No exceptions.