2010 BMFA NON CONTACT FOOTBALL RULES

BMFA Non-contact Flag Football

Foreword

With exceptions noted herein, the rules are TOUCH FOOTBALL rules as outlined in the current TFONT Rulebook, available from www.tfont.com .

BMFA may make rule changes at any time to suit the needs of the program and its membership.

Team sweaters, league-supplied black shorts, and BMFA- approved flags are mandatory for all games.

Shorts with pockets are not approved, but if used, must have the pockets taped shut.

Running shoes, soccer-type football shoes with non-removable moulded cleats a maximum of 3/8” in height, or multi-cleated “all turf” shoes are permitted.  Spikes, metallic or plastic cleats or non-approved shoes are prohibited.  Canvas, nylon or leather tops are permitted.

The use of any type of adhesive material: spray or paste, -ie. “stick-em” materials- are prohibited in the BMFA Flag program. 

General Rules

Goal posts must be padded before games may proceed.

Cones will be used as required to mark field boundaries.

Sweaters MUST be tucked in at the waist, and flags fully accessible on the hips.

Games consist of 2 x 25 minute halves.

In the  Atom, Pee Wee, Bantam and JV divisions, 5 plays are added.

A convert attempt does not count as one of the 5 plays. 

Only the 5th play will be replayed if a penalty application requires it.

Teams may end the game with 3 plays remaining with the approval of the opposing team.

Each team has 1, one-minute time out per half.

Spinning to avoid flag removal is disallowed.  The play is whistled dead at the point of infraction.

Flag guarding is penalized as outlined below.

Fumbles are dead, with the exception of the snap to the quarterback.

Should a flag be removed accidentally, then a one-hand touch will stop the play.

No player may line up within 3 yards directly in front of the centre.

Any contact by the defense on the quarterback’s entire arm during the throw and follow through, will elicit a penalty for unnecessary roughness.

Convert attempts are allowed at all levels.

Overtime Rules for playoffs and final

A coin toss will determine the order, and both teams will use the same end.

Teams have 3 convert attempts, alternating on offence, and can choose to try for 1 or 2 points.

The winner is the team with the higher score.

If still tied after 3 tries, sudden death will occur, using the same order.

Division Modifications:

TYKE DIVISION:

  • One coach is allowed on the field to assist the team;
  • 5 on-field players per team;
  • ½ field used, games played cross-field;
  • kick off from 5 yards back of the centre line;
  • ball SHOULD travel 10 yards on kickoff;
  • 4 downs to gain 10 yards;
  • QB may  line up directly behind centre for the snap;
  • the ball MUST be PASSED over the line of scrimmage to a receiver;
  • rusher MUST line up 1-5  lateral yards outside the centre’s near foot, and 1 yard off the line of scrimmage;
  • rusher or defender can NOT cross line of scrimmage before “Steamboat 3” has been called out;
  • no punting allowed;
  • Flag guarding results in a 5-yard penalty from point of infraction.

ATOM DIVISION:

  • one coach is allowed on the field to assist the team;
  • 7 on-field players per team;
  • full field used;
  • kick off from the 45-yard line;
  • ball MUST travel 20 yards on kickoff;
  • 4 downs for 15 yards;
  • QB. may line up directly behind centre for the snap;
  • ball MUST be PASSED over the line of scrimmage;
  • rusher MUST line up 1-5 lateral yards outside the centre’s near foot, and 1 yard off the line of scrimmage; 
  • rusher or defender can NOT cross the line of scrimmage until “Steamboat 3” has been called out;
  • flag guarding results in a 10-yard penalty from  point of infraction;
  • Punts are allowed.

PEE WEE DIVISION:

  • one coach is allowed on the field to assist for the first 3 games ONLY;
  • 7 on-field players;
  • 4 downs for 15 yards;
  • full field used;
  • kick off from the 45-yard line;
  • ball MUST travel 20 yards on kickoff;
  • QB may line up directly behind centre for the snap;   
  • after “Steamboat 3” has been called, the ball may be run over the line of scrimmage;
  • rusher or defender can NOT cross the line of scrimmage before “Steamboat 3” has been called;
  • flag guarding results in a 10-yard penalty from point of infraction;
  • Punts are allowed.

BANTAM DIVISION:        

  • no coaches allowed on the field;
  • 7 on-field players;
  • 4 downs for 20 yards;
  • full field used;
  • kick off from 45-yard line;
  • ball MUST travel 20 yards on kickoff;
  • QB. MUST be a minimum of five yards back of the centre when the snap is received;
  • rusher must line up 1-5 yards outside the centre’s near foot, on the line with the rusher’s bag;
  • the first defender to cross the line of scrimmage MUST have started 10 yards from the line of scrimmage;
  • flag guarding results in a 10-yard penalty from the point of infraction;
  • Punts are allowed.

JUNIOR VARSITY (JV)DIVISION:

       Same rules as the Bantam Division

 

Design by HandsomeWeb