Flag Football Rules
The goal of flag football is to score touchdowns by advancing the ball into the opponent’s end zone without being “tackled.” Instead of physical contact, defenders remove flags from the ball carrier’s belt to stop play. The game emphasizes speed, strategy, teamwork, and sportsmanship.
Code of Conduct
- All players must follow the Carleton University Intramural & Adult League Player Code of Conduct.
- Sportsmanship and respect are mandatory.
- Taunting, dangerous aggression, or intentional infractions are not tolerated.
- Fighting or deliberate injury results in immediate removal from the league (zero-tolerance policy).
Eligibility & Registration
- Open to Carleton students, staff/faculty, and alumni with active gym memberships.
- Players may play for only one flag football team per semester.
- Team shirts are provided and must be worn for each game.
- All players must be registered on the Fusion IM portal and check in with the league official before each game.
- A valid student or membership ID must be presented at check-in.
- Players must participate in at least 5 games to be playoff eligible (approved spares count).
- Spares must be pre-approved by the League Supervisor and added to the team roster.
- Players may not play for multiple teams in the same division without approval.
Game Supervision
- Each game is officiated by one league official.
- Officials are responsible for sign-ins, rule enforcement, and timekeeping.
- All official decisions are final.
- Team captains handle communication with officials and are accountable for team conduct.
- Abusing officials or organizers results in ejection or suspension.
Equipment
- No jewelry, casts, or braces made of hard substances are allowed.
- The league provides flags, cones, and one football per field.
- Only regulation-size NFL or CFL footballs are permitted.
- Players must wear shorts without pockets and non-metal cleats.
- Shirts must be tucked in, and flags must remain visible on the hips.
General Play
- The game begins with rock-paper-scissors or coin toss to decide possession.
- Kickoffs start from the goal line using punt-style kicks.
- If a kickoff goes out of bounds before touching the ground, possession starts 10 yards behind midfield.
- Fumbles are dead balls and remain with the offense.
- Players may lateral pass the ball backward or sideways, but forward laterals end the play.
- The center must snap the ball between the legs to a quarterback positioned at least 5 yards back.
- Flags must remain visible; concealing, blocking, or hiding a flag stops the play.
- If a player’s flag falls off unintentionally, the play is stopped at that spot.
- Players may dive to catch the ball but cannot dive or jump while running.
- Defensive players cannot block or obstruct running lanes intentionally.
- Minor incidental contact is permitted, but safety comes first.
Scoring
- Touchdown: 6 points (the player must fully cross the goal line with the ball).
- Teams have 3 downs to reach midfield and another 3 downs to reach the end zone.
- On 3rd down, teams may punt or run a play (no fake punts).
- Teams may attempt:
- 1-point convert from the 5-yard line
- 2-point convert from the 10-yard line
- After a touchdown, teams switch sides and resume with a kickoff.
- Quarterbacks can run at any time; rushers must start 6 yards from the line of scrimmage.
Picks & Blocking
- Pick plays (intentional or accidental obstruction) are not allowed.
- A defensive player obstructed within 3 meters of the receiver may call “pick”, resulting in a re-down.
- Offensive players cannot block or screen defenders.
- Stationary positioning is allowed, but movement that obstructs a defender results in a dead ball.
First Point of Contact
- A catch is valid if the receiver’s first point of contact is in bounds.
- A one-foot in bounds catch counts; if the player lands straddling the line, it’s incomplete.
- If a player falls and any body part besides the hand touches the ground, the play is dead.
End of the Game
- When 5 minutes remain, the referee will announce 4 plays left (kickoffs and converts excluded).
- Regular season games may end in a tie.
Timeouts
- Each team is allowed one 1-minute timeout per game.
League Standings & Points
- Win: 2 points
- Tie: 1 point
- Loss: 0 points
- No overtime during round-robin play.
- Standings are updated weekly on the Fusion Play App.
Forfeits & Defaults
- A forfeit is declared 10 minutes after the scheduled start time if a team cannot field enough players.
- Captains may use the default (no penalty) or forfeit (point penalty) function in Fusion IM 10 hours before the game.
Tie-Breakers
If Two Teams Are Tied:
- Head-to-head result
- Most wins
- Point differential
- Most points scored
- Fewest points allowed
- Coin flip
If Three Teams Are Tied:
- Winning percentage between tied teams
- Most wins
- Goal differential (For and Against)
- Coin flip
Playoff Format
- Format depends on the number of teams and facility availability.
- Playoff schedules are posted on the Fusion Play App.
- If a playoff game is tied, play continues until one team scores a touchdown.
Weather Policy (Outdoor Season)
- Games are played rain or shine, except during lightning or city field closures.
- If thunder is heard within 30 seconds of lightning, play stops and all participants must seek shelter.
- Games resume 30 minutes after the last lightning strike.
- Games reaching 20 minutes before cancellation count toward standings.
Cancellation Policy
- First cancellation: no reschedule or refund.
- Second/Third cancellation: games rescheduled or partially credited to the next season if rescheduling isn’t possible.
Injury Policy
- Injuries must be reported to the official immediately.
- Bleeding players must leave the game until the issue is resolved.
- Participation is voluntary — players assume responsibility for injury or property damage costs.