Rules

TFL Rule Book

 

Schedule Games

 

Games will be held on Sundays from 1pm and finish at 6pm. Game schedules can be found on tfltoronto.com.


Each game will start at the top of each hour; the coin toss will take place 5 minutes prior to the start of the game. A team representative must be present for the coin toss; failure to have a representative will result in the opposing team winning the coin toss.

The games will start on time and each team must have a MINIMUM of 5 players present at the start of the game (The start of the game is determined by the referees on or after the start time the league provided). Failure to have the minimum required players would result in a forfeit of the game. A forfeit will result in final score of 35-0 in favor of the winning team.

In a case of both teams forfeiting a game, a loss of 0-35 will be applied against each team.

 

**$150 fine will be applied to a team that has forfeited the game**

 

Apparel / Equipment

 

All teams must use a regulation NFL “The Duke” leather or Wilson GST leather football during games.

 

All players MUST wear jerseys provided by TFL. If a player doesn't wear a jersey, there's NO PLAY.

Jerseys must be tucked in beneath the flag belt and beneath the players’ shorts/pants. No article of clothing may cover any portion of the players’ flags during the game.

 

All metal cleats or spikes or any shoes that have steel or metal tips are prohibited.

 

Protective mouth guards are strongly recommended.

 

Flags

 

Flags will be provided for players, a player can choose to purchase an additional set for $10. If a player loses a flag or entire belt it will be a cost of $10 for a replacement unit.

 

If a player does not wear or forgets their flag the opposing team only needs to touch (one hand) the player to end the play.

Positioning:

  • Flags must be worn on the sides so that the two flags are visible from both the front and the back.
  • Prior to the snap, if a player’s flags are deemed to have shifted out of position the referee may blow the play dead. No penalty yardage will be enforced.

A player who loses a flag during a play or neglects to re-attach a flag prior to the play is still a LIVE player and can participate in the play. Opposing team only needs to touch (one hand) the player to end the play.

An opposing player cannot pull the flag before the offensive player has touched the ball on any play.

If a player is juggling the ball, his flag may be pulled as soon as contact with the ball is made. If the catch is made the play will be at the spotted at the point of reception.

The front strap of the flag belt MUST be tucked in and not interfere with the flags on the side. A referee may blow the play dead at his/her discretion.

 

Game Length

 

The game will consist of two 25-minute halves and a 2-minute break during half time; there will be no stoppage time except at the discretion of the referee or on a team timeout.

There will be 5 downs added to the conclusion of each 25 minute half. Referee Time outs:

  • A referee may use his/her judgment regarding game time allotted. Unforeseeable circumstances may force a game to be extended or condensed at the discretion of the referee.
  • Referees may call time-outs at any time to resolve any on-field disputes or injuries.

 

Overtime

 

The team that lost the coin toss at the beginning of the game will choose to defer or get 1st possession in overtime.

All plays in overtime with be either 1pt or 2pt only (5yd or 10yrds)

 

Team can decide to go for 1pt or 2pt, if the team scores the opposing team will get a chance to match or beat their touchdown.

 

If the first team fails to score and the opposing team scores on their possession, the opposing team is declared the winner.

If both teams score on their respective possessions, the process repeats until one team fails to score and the other team succeeds, thereby winning the game.

If the second team does not score after the first team has scored, the first team is declared the winner.

 

Scoring

 

A touchdown is worth 6 points. After scoring a touchdown, teams must elect one of the following two options:

  • Attempt a 1 point conversion from 5 yards out of the opponent’s end zone

Or

  • Attempt a 2 point conversion from 10 yards out of the opponent’s end zone

If the ball is intercepted during a conversion the ball is considered dead.

 

Substitution

 

Unlimited substitution is permitted. However, players may enter the field only when the ball is dead (in between plays).

If the Offense elects to substitute they would have to allow time for the defense to substitute, however once the play clock is down to 5 seconds the offense has the option to resume play. (No hurry-up play following an offensive substitution).

All substitution must be completed within the 20 seconds play clock.

 

Too many players on the field will result in a 5-yard penalty and redo down.

 

Play Clock

 

The offense has a maximum of 20 seconds from the time the referee marks the LOS (Line of Scrimmage)

  • Delay of game will result in a 5-yard penalty. A consecutive delay of game (minimum of 2 delays in a row) will result in a 5-yard penalty and a loss of down.

The offense may not need to use the full play clock and may begin the play immediately after the referee puts the ball in play. Hence, defense MUST be ready for the offense. 

On change of possession the defense gets up to 30 seconds to set up, only on the first down following a change of possession.

The referee can only start the play clock once the defense is onside. The defense must make a reasonable effort to get back onside after every play or will be penalized.

Timeouts: A team will have 1 time out per half (1 minute each), at which point the run time will stop for the 1 minute till the next snap. An extra timeout is given for overtime during the playoffs.

If a team elects not to use timeouts, they CANNOT carry it over to the second half.

 

Quarterback

 

Only the QB may call “HUT” to signal the start of the play.

If the QB calls “HUT” and immediately laterals the ball to another player behind the LOS a backfield play will be deemed to have started. (Includes Flea Flickers)

QB can run only if the pass rusher chooses to cross the LOS after the 4th steamboat. If the rusher doesn’t cross the QB will get another 10-steamboat count before the play is deemed a dead play and loss of down.

 

Field Positioning

 

At the start of the game, the team with possession will start 5 yards in front of their end zone. They will have 3 downs to start the drive, if the team passes the half field mark, they’ll be awarded another 1st down of 3 to try and score.

  • If the team cannot advance the ball passed midfield on their 3rd down, the opposing team will receive the ball from the half field mark and will only have 3 downs to score.
  • If the team advances the ball passed half the field but fails to score the opposing team will receive the ball from where the dead ball occurred with 1st down, they’d also have an opportunity to gain a 1st down if they pass the midfield.
  • If the ball is intercepted and the defensive player is de-flagged, the defensive team will take possession of the ball from the spot where the defensive player was de-flagged.
  • A team may opt to kick a safety on their 3rd down; this would result in a 2pts to the opposing team and possession of the ball from their 5-yard mark.

A player will be called offside if he crosses the LOS before the QB puts the ball into play.

  • Offside is a 5-yard penalty, to be assessed from the LOS.

 

Pass Rushing

 

You're allowed one rusher and the rusher must identify himself before each hut. (He's the only person that may cross the line of scrimmage after 4 steamboats)

If there is a pass or hand off behind the LOS all defenders are eligible to cross the LOS and do not need to wait for the 4th steamboat count.

Rusher must be within 5 yards from the LOS and cannot cross the LOS till the 4th steamboat.

Rusher cannot cross the LOS until the 4th steamboat at which point he can CHOOSE to cross the LOS or can drop back into coverage once the QB releases the ball. (Rusher can't move back more than 4 yards from the LOS prior to the release of the ball).

  • Play will be considered dead & 5-yard penalty is applied from the LOS and Re-down

Rusher cannot interfere in the route of an offensive player near the LOS.

  • Play will be considered dead & 5-yard penalty is applied from the LOS and Re-down

 

De-Flagging

 

The ball carrier is deemed to be down and the ball is dead when either flag is detached from the ball carrier’s waist or if the player is on the ground (knee, elbow or back is touching the ground) and is touched (minimum 1 hand) by the opponent

If the QB’s arm is in forward motion (passing) while his flag is pulled, the pass is allowed.

The ball carrier cannot protect his flags by blocking with his hand, arm, shoulder, the ball or by any other means.

  • The play will be called dead and spotted where the blocked took place

The ball carrier cannot stiff-arm or charge a defensive player.

  • The play will be called dead and a 5-yard penalty will be applied for a stiff arm.
  • The play will be called dead and a 10-yard penalty will be applied for a charge.

 

Fumble

 

The ball is DEAD on any fumble.

The ball will be spotted at the point where the player lost possession of the ball.

The defenders must make a valid attempt not to strip or punch out the ball from the ball carrier, any aggressive attempts to strip or punch the ball out may result in a 5 yard penalty at the discretion of the referee

 

Receiving

 

A reception occurs when a player catches and controls the ball with 1 foot in-bounds.

A defender cannot force an offensive player out-of-bounds by way of any positive action.

A double reception always goes to the offense.

 

Receiver cannot run out of bounds and re-enter field of play to make a reception.

 

Laterals

 

Laterals are NOT permitted in front of the LOS, behind the LOS the ball can be lateraled and will be deemed a backfield play at which point any defensive player can cross the LOS if he chooses

 

Jumping/Spinning

 

Ball carrier CANNOT jump with possession of the ball. The ball will be spotted where the jump occurred

 

Spinning is allowed while in possession of the ball but must be done without initiating contact with defenders or flag guarding.

 

Pass Interference

 

After the pass is in the air neither receiver nor defender may deliberately touch the other until either of them touches the ball.

If contact occurs as a result of the receiver’s attempt at the ball, and the defender is making NO attempt at the ball, this shall be considered Defensive Pass Interference.

Defensive Pass Interference occurs when the defender makes deliberate contact with the offensive player to impede the catching of the ball. This is also referred to as taking away any positional advantage through contact.

  • The ball is spotted at the point of interference and a redo of down for the offensive team.
  • If it occurs in the end zone the ball is spotted at the 1-yard line and a re-down is awarded.

 

Blocking

 

No offensive player may impede a defensive player’s path to the receiver or the ball carrier unless they are clearly stationary.

  • Penalty for blocking is a dead play.

 

Holding

 

Holding an offensive player while they’re trying to run with the ball will be called as holding. Any holding that takes place on the 3rd down will be an automatic redo of down for the offense.

  • Minor penalty for holding is 5 yards and redo of down if it occurs on the 3rd down
  • Major penalty for holding is 10 yards and redo of down if it occurs on the 3rd down
  • Major & tackle penalty for holding is 15 yards and redo of down if it occurs on the 3rd down

 

Player/Team Conduct

 

NO ALCOHOL OR NARCOTICS ARE PERMITTED ON OR NEAR THE FIELD (parking lot included) AT ANY POINT, 3 STRIKE RULE.

  1. Warning.
  2. Suspension for 1 game & team fine of $100
  3. Dismissal from TFL for the season (without a refund)

If any verbal or physical altercation (before/during/after a game) occurs on or near the field it will result in a mandatory suspension and be subjected to a team fines/forfeiture of a team win depending on the severity of the altercation.

Severe altercation penalties include and not limited to:

  1. Personal Suspension
  2. Team fine
  3. Forfeiture of a win (1 win will be deducted from the team’s total win tally).

TFL is a family friendly league that encourages the players to bring out both the very young and old. For this reason we will have a ZERO tolerance rule for violence, drugs and alcohol.

Please note that TFL will hand out severe sanctions to anybody/team that chooses to not follow our rules.

 

PLEASE ENSURE THAT WHEN YOUR TEAM IS DONE PLAYING YOU’VE PICKED UP ANY GARBAGE/BOTTLES LEFT AROUND AND PLACE IN RECYCLING/GARBAGE BINS.