EAST REGION FLAG FOOTBALL 2010

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EAST REGION FLAG FOOTBALL 2010 Divisional Tournaments Boys: Monday June 14th, 2010 Girls: Tuesday June 15th, 2010 Master Convenors : Colleen Reel OLOF 416-393-5252 Michael Miles St. Theresa Shrine 416 393-5248 This booklet contains general information, official rules and tournament schedules. We wish to thank all of the convenors, principals and vice principals who have generously given up their time and facilities for these tournaments. Convenors are in charge of the tournament. If games must be shortened or decisions made on site, then they have the authority to make changes. Any type of decision made by a convenor to complete a tournament or interpret rules or playoff decisions will be honoured by the committee. Make sure you are on time for the coaches meeting!! Referees are under instruction by their association to NOT stop the clock in games where one team is clearly ahead in game (usually over ten point lead) with time running out. If you any questions pertaining to the information in this booklet, please contact : Michael Miles at St. Theresa Shrine (5248) or Colleen Reel at OLOF (5252)

General Information OFFICIALS: As this is a regional sport teachers will be expected to officiate and referee at the tournament. CONVENOR S DUTIES: Organize the day and facilities. Convenors are to meet with the coaches prior to the start of the games to discuss the day s procedures and to clarify any items. Convenors (with the school principal) have the right to ask any spectator to leave if the morale, spirit and or safety of students is in contention. **** provide enough belts and flags (or just flags) to be used for two teams **** Mark field appropriately Ensure that at least 1 scorekeeper is provided Ensure a score board, timer or stopwatch is available Provide a chart of the scheduled games Post scores of all games Resolve any problems that may arise throughout the day Refer to the Convenor s Handbook if necessary Have a set of numbered pinnies on hand Make sure that the scorer s table is available Regulation leather football is available for use (size 4) Assist referees with any concerns Provide a first aid kit Distribute awards Report final results to Michael Miles at St. Theresa Shrine (5248) Dress Code: Coaches and Convenors please enforce the following code: The only acceptable wear is: Running shoes. Soccer/Football cleats are acceptable must be rubber/plastic cleat. These must be checked by the referee before the game. Numbered shirts or numbered pinnies- shirts tucked into shorts or gym shorts worn at the waist No hats or headwear ( no bandanas) sweat headband is okay ***For safety concerns, absolutely no jewelry, hats, track pants or leotards are permitted on the field during the games.***

TOURNAMENT INFORMATION ALL Coaches are to review the Coaches, Parents, Student, Responsibility Pamphlet as outlined by the TDCAA prior to any athletic event and review this with all the parties involved. 1 The 2009 Canadian Flag football rules shall apply. 2 All teams must arrive on time or will forfeit their game. Teams not prepared to start within 15 minutes of their scheduled time outlined in this booklet will forfeit the game. Games that are forfeited will be scored 18-0. If you expect difficulties making your first game (buses, etc,) it s the coach s responsibility to contact the site convenor before the tournament date. 3 Tournament disqualification at the convenor s discretion for any of the following: -unsportsmanlike conduct (eg. Use of profanity, taunting etc) -vandalism -disregard for supervision 4 Scoring: Site Convenors are responsible for scoring and recording results. 5 Awards: Divisional: 1 Champion Pennant and 12 crests, 12 Finalist crests per site

TIE BREAKING PROCDURES AFTER ROUND ROBIN PLAY 1 Where two teams are tied after round robin play for a playoff position, each team will have 3 downs for the field opportunity to score starting at mid field to determine the higher ranking, unless one team has defeated the other during the round robin portion of the tournament then that team is awarded the higher standing. 1a) Where two teams are tied after round robin play for placement the team with : i) the win between the two teams will be placed higher ii) the team with the best ratio of points against shall be awarded the higher standing 2 Where three teams are tied after round robin play: a) the team with the best ratio of points against over the whole schedule, shall be awarded the highest standing and shall receive a bye (awaiting to play an overtime game against one of the remaining two teams who will be competing against each other). b) the two teams shall play as stated above in #1

BOY S FLAG FOOTBALL TOURNAMENT Monday June 14 th, 2010 SITE # 1 Holy Spirit 5282 SITE # 2 St. Dominic Savio 5467 Convenor: Stephen Patel Convenor: Darren Wright 5 Team Pool- first game starts at 8:45 1) Holy Spirit 1) Dominic Savio 2) St. Sylvester 2) St. Jean de Brebeuf 3) Our Lady of Wisdom 3) St. Florence 4) St. Dunstan 4) St. Edmund Campion 5) Our Lady of Fatima SITE #3 St. Bede 5338 SITE # 4 St. Ursula 5306 Convenor: Peter Fitzpatrick Convenor: Jim Sidsworth 5 Team Pool- first game starts at 8:45 5 Team Pool- first game starts at 8:45 1) St. Bede 1) St. Ursula 2) St. Columba 2) St. Agatha 3) St. Barnabas 3) St. Theresa Shrine 4) St. Victor 4) Immaculate Heart of Mary 5) St. Richard 5) St. Boniface SITE #5 St. Rene Goupil 5408 SITE # 6 St. Brendan 5359 Convenor: Joe Douris Convenor: Marcin Biskupski 5 Team Pool- first game starts at 8:45 5 Team Pool- first game starts at 8:45 1) St. Rene Goupil 1) St. Brendan 2) St. Marguerite Bourgeoys 2) St. Martin De Porres 3) St. Bartholomew 3) St. Elizabeth Seton 4) St. Ignatius of Loyola 4) St. Nicholas 5) St. Aidan 5) St. Rosa Lima

GIRL S FLAG FOOTBALL TOURNAMENT Tuesday June 15 th, 2010 SITE # 1 Holy Spirit 5282 SITE # 2 St. Dominic Savio 5467 Convenor: Stephen Patel Convenor: Paul Cane 1) Holy Spirit 1) Dominic Savio 2) St. Dunstan 2) St. Jean de Brebeuf 3) Our Lady of Wisdom 3) St. Martin De Porres 4 Our Lady of Fatima 4) St. Edmund Campion SITE #3 St. Bede 5338 SITE # 4 St. Ursula 5306 Convenor: Peter Fitzpatrick Convenor: Jim Sidsworth 5 Team Pool- first game starts at 8:45 5 Team Pool- first game starts at 8:45 1) St. Bede 1) St. Ursula 2) St. Barnabas 2) St. Agatha 3) St. Richard 3) St. Theresa Shrine 4) St. Victor 4) Immaculate Heart of Mary 5) St. Ignatius 5) St. Boniface SITE #5 S.Rene Goupil 5408 SITE # 6 St. Brendan 5359 Convenor: Joe Douris Convenor: Marcin Biskupski 1) St. Rene Goupil 1) St. Brendan 2) St. Marguerite Bourgeoys 2) St. Rosa Lima 3) St. Bartholomew 3) St. Elizabeth Seton 4) St. Aidan 4) St. Nicholas

4 TEAM POOL PLAY 5 TEAM POOL PLAY 6 TEAM POOL PLAY ROUND ROBIN MODIFIED ROUND ROBIN TWO DIVISIONS (NEW) NOTE: Start time 9:00 1 vs 2 ***8:45 1 vs 2 Pool A 9:45 3 vs 4 9:30 3 vs 4 9:00 Pool A 1 vs 2 10:30 1 vs 3 10:15 1 vs 5 9:45 Pool B 1 vs 2 11:15 2 vs 4 11:00 2 vs 4 10:30 Pool A 1 vs 3 12:00 1 vs 4 11:45 3 vs 5 11:15 Pool B 1vs 3 12:45 2 vs 3 12:30 1 st vs 4 th 12:00 Pool A 2 vs 3 1:30 Championship 1:15 2 nd vs 3 rd 12:45 Pool B 2 vs 3 Game 2:00 Winner of 12:30 & 1:15 Championship Game 1 st VS 2 nd 1:30 Winner Pool A vs Pool B Be prepared to play later due to injuries, overtime, etc Please bring a copy of your team roster for the scorekeepers. Each team should provide its own first aid kit.

How do you play Flag Football? Objective of the Game Two teams of five players each compete against each other. To outscore your opponents by scoring touchdowns and converts. One team, the offense, has possession of the ball and attempts to move the ball across their opponent s goal line. They do so by passing and running the ball towards their opponent s goal line. The opposition, the defense attempts to stop them from accomplishing the task. Players attempt to stop the ball carrier by grabbing and removing one of the flags worn on each player s hips; this is referred to as flagging or non-contact tackling. What equipment is required? Below is a list of equipment that will assist you in conducting your Flag Football program. Pylons or plastic disks, which are used for field boundary and end zone markers. Pinnies or jerseys in order to identify team. Proper size footballs appropriate to the age of the participants ( size 4). Flags and flag belts (belts if available). Bean bags for the officials, which are used to mark line of scrimmage and 7 yard rush zone. POSITION DESCRIPTIONS Quarterback (QB) The Quarterback is the captain on offense who calls the plays The QB always stands behind the Center (C) and receives the football in what is called a snap. The QB has the option to either hand off the football or pass the football to a teammate. Center(C) The Center snaps the football to the QB. A snap is when the Center tosses the football between his/her legs to the QB. After the snap, the Center can run out for a pass. The Center can not receive a handoff. Wide Receiver (WR) The Wide Receiver is responsible for catching passes from the QB and running with the ball. The WR also can take a handoff. There are up to three WR s on offense.

Running Back (RB) The Running Back stands behind the QB or next to the QB and is responsible for receiving handoffs from the QB and running with the ball. RB s also catch passes from the QB. Defensive Backs (DB) All defensive positions in Flag Football are called Defensive Backs. The DB is responsible for stopping the players on offense and trying to intercept or gain possession of the football. The DB tries to pull the flag of the player with the football. Attire Cleats are allowed, but must be rubber. Inspections must be made prior to the game. NO hats are allowed in play and mouthpieces are optional. Shorts with no pockets are also recommended. Field Dimensions and Markings Length: 60 (or 80) yards. Width: 25 (or 30) yards. End Zones: Maximum 10 yards deep, minimum 7 yards deep. No-running zones: Must be marked 10 yards from each end zone. *** Markings and dimensions will be at the discretion of the sight convenor. Possession A coin toss determines first possession. Loser of the coin toss has choice of end zone to defend. The team that loses the coin toss gets possession at the beginning of the second half starting at its own 5-yard line. There are no kickoffs. The offensive team takes possession of the ball at its 5-yard line and has three plays to cross midfield. Once a team crosses midfield, it has three plays to score a touchdown. If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line. An automatic first down by penalty will overrule the other requirements regarding three plays to make either a first down or score. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line. All possession changes, except interceptions, start on the offense s 5- yard line. Teams change sides at half time. Number of Players Teams consist of 5 players on the field at a time.

Timing/Overtime Game length is 30 minutes running time (two halves, 15 minutes each). If the score is tied at the end of regulation time during the round robin portion of the tournament the tie stands. Teams move directly into overtime if tied at the end of a game during the playoff portion of the tournament. There are no time outs in overtime. Each team has 3 x 30-second timeouts per half. These cannot be carried over to the second half. Officials can stop the clock at their discretion. The teams will be warned (by the ref) when there are two minutes left to play in the second half. There will be a halftime period of 2 minutes between the first and second half. Scoring Touchdown: 6 points Extra point: 1 point (played from 5-yard line) Extra point: 2 points (played from 12-yard line) Safety: 2 points Note: An interception returned to the opponent s end zone on any extra-point play by the defense will result in the defense scoring 2 points plus gaining possession for the next series at its own 5-yard line. Running To start the play, the ball must be snapped between the legs of the Center. The Center is the Player who gives the ball to the Quarterback via a snap. The Center cannot take a direct handoff back from the Quarterback (no Center sneak play). The Quarterback is the Player who receives the ball directly from the Center. The Quarterback cannot run with the ball past the line of scrimmage. An offence may use multiple handoffs behind the line of scrimmage. Only backward or lateral handoffs are allowed during a down. Tosses or sweeps behind the line of scrimmage are allowed and are considered running plays. Downfield tosses are not permitted. Once a player has possession of the ball beyond the line of scrimmage, any loss of possession will be blown dead by the official. No-running zones are located 5 yards from each end zone. When the ball is on or inside the 5-yard line going towards the opponent s end zone, the offense cannot run. The offense cannot use a running play to cross the line of scrimmage. The Player who takes the handoff can throw the ball from behind the line of scrimmage.

All Defensive Players are eligible to rush once the ball has been handed off or tossed, or there is a play-action fake or fake handoff. Spinning is allowed, but Players cannot leave their feet to avoid a Defensive Player (no diving). The ball is spotted where the ball carrier s feet are when the flag is pulled, not where the ball is. BLOCKING: It is up to the ball carrier to avoid contact with the defender. Good defensive positioning should be rewarded by the officials. Offensive players may not physically touch a defensive player while blocking. The offensive player may shuffle, slide, and drop step in front of the rushing defensive player forcing that player to run around him/her, but must remain at least 1 arms length away from the ball carrier at all times. Receiving All Players are eligible to receive passes (including the Quarterback if the ball has been handed off behind the line of scrimmage). No player may be in motion until the ball is snapped. A Player must have at least one foot inbounds when making a reception. (They cannot return on to the playing field from an out of bounds position.) Passing Only Players starting 7 yards behind the line of scrimmage can rush the passer. no lateral passing over the line of scrimmage The Quarterback has seven seconds to get rid of the ball, either by passing or handing it off. If a pass is not thrown within the seven seconds, play is dead, results in a loss of down and the ball is spotted at the previous line of scrimmage. Once the ball is handed off or tossed, or there is a play-action fake or fake handoff, the seven-second rule no longer is in effect. Interceptions change the possession of the ball. The defense can return interceptions. On interceptions that occur and remain in the end zone, the ball will become dead and will result in the ball belonging to the intercepting team at its 5-yard line. Should an interception occur in the end zone and the ball carrier leave the end zone, the ball will belong to the intercepting team at the spot the ball becomes dead. However, should the ball carrier return to the end zone and be flagged, or the ball be ruled dead the result would be a safety for the other team.

Dead Balls Substitutions may be made on any dead ball. Play is ruled dead when: Official blows the whistle. Ball carrier s flag is pulled or becomes illegal. Ball carrier steps out of bounds. Touchdown or safety is scored. When any part of the ball carrier s body, other than a hand or foot, touches the ground. If the ball carriers flag falls off, the play will be whistled dead and the ball will be spotted at the spot where the flag fell off. Players are ineligible to catch a pass if their flag has fallen off. Note: There are no fumbles. The ball will be spotted where the ball carrier s feet were when the fumble was made. I.e. a bad snap will be blown dead and the ball will be spotted at the Center s feet. There is no stripping of the ball. Rushing the Quarterback All Players who rush the passer must be a minimum of 7 yards from the line of scrimmage when the ball is snapped. Any number of Players can rush the Quarterback. Players not rushing the Quarterback may defend on the line of scrimmage. Once the ball is handed off or tossed, or there is a play-action fake or fake handoff, the 7-yard rule no longer is in effect and all Defenders may go behind the line of scrimmage. A special marker, or the Referee, will designate 7 yards from the line of scrimmage. Sportsmanship/Roughing If the referee witnesses any acts of flagrant contact, tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act, the game will be stopped and the Player will be ejected from the tournament. FOUL PLAY WILL NOT BE TOLERATED. Trash talking is illegal. (Trash talk is talk that may be offensive to officials, opposing Players, teams, or spectators.) Officials have the right to determine offensive language. If trash talking occurs, the referee will give one warning. If it continues, the Player or Players will be ejected from the game. Penalties All penalties are 5 yards (except for Pass Interference - 15 yards.) The down will be repeated, and will be assessed from the line of scrimmage, unless otherwise noted. All penalties can be declined. Penalties will not exceed half the distance to the opposing team s goal line from the line of scrimmage. Referees determine incidental contact that may result from normal run of play.

All penalties will be assessed from the line of scrimmage. Only the team captain may ask the referee questions about rule clarification and interpretations. Players cannot question judgment calls. Games cannot end on a defensive penalty, unless the offense declines it. Defensive Penalties Offside 5 yards and automatic first down. Pass Interference 15 yards and automatic first down. (NEW!) Illegal contact (holding, blocking, etc.) 5 yards and automatic first down. Illegal flag pull (before Receiver has ball) 5 yards and automatic first down. Illegal rushing (starting rush from inside 7-yard marker) 5 yards and automatic first down. Substitution fouls (Player enters field after ball is blown ready for play, i.e. to deceive opponents, or 6 Players on the field). Disconcerting signals (signals to distract opponent or simulate offensive signals prior to snap). Interference with opponent or ball at the snap. Offensive Penalties Delay of Game. Substitution Fouls. Illegal motion 5 yards and loss of down. False Start. Illegal Snap. Offensive Holding. Illegal shift or failure to pause for one second. Player out of bounds (if Player goes out of bounds, Player cannot return to the field and catch ball). Illegal forward pass (pass received behind line of scrimmage) 5 yards and loss of down. Offensive pass interference (illegal pick play, initiating contact with a defender, blocking closer than 1 arms length from the ball carrier, pushing off/away Defender) 5 yards and loss of down. Flag guarding (arm down at side, holding flag) 5 yards from the point of foul and loss of down.