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TCSSC Policy
Spirit Points
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This means...
S: Safe play all of the time. Play with control and be
conscious of your surroundings.
M: Members only. Anyone who plays on your team needs to be
listed on your roster. One off substitutes must be listed on your roster
or an active TCSSC roster..
A: Attend online info session and read rules every season. This
will keep you up to speed on new issues.
R: Report all injuries which require medical attention and
incidents if you desire official TCSSC investigation.
T: Talk to the other team. Together, TCSSC members can make
a fun and safe playing environment.
It is the responsibility of both team captains/co-captains to submit
their scores and spirit scores for league online through the T.E.A.M.
System by 5:00 p.m. the day following their game.
Please click here for detailed information on how to report scores.
1.
Equipment/Field Set-Up: Team captains are responsible for bringing the supplied
football, four (4) field markers, a set of ten (10) flag belts (with 2
flags each) and field permits (if necessary) to each location for every
game. Captains must pace out the field so it is approximately 35 paces
wide and 50 paces long with end zones 8 to 10 paces deep. Each team
should bring both light and dark coloured shirts to each and every game.
[back to top]
2.
Game Time/Default: Please arrive 15 minutes early to set up
fields and start your games on time.
- Spring/Summer 2005 and Fall (Sunday) games are comprised of two (2)
40-minute halves with a 5-minute half time.
- Fall (Turf) games at Lamport Stadium are 55 minutes, with no break
for half-time.
Please note that games at Lamport Stadium MUST end according to the
schedule. If you start late, you CANNOT finish late.
- Please agree on one person to act as timekeeper. Teams are
comprised of seven (7) players with a minimum of two (2) of each gender
on the field.
- A default will occur if any team cannot field a squad 15 minutes
after the official start time. A team can play with a minimum of
6 people, as long as there are two (2) of each gender.
- Captains may agree to waive the rules regarding minimum people but
this should be decided before the game starts. IF IT IS AGREED
THAT THE GAME COUNTS, IT COUNTS!
[back to top]
3. General Rules:
-
A coin toss will decide who will receive the opening kick-off
-
The kicking team will kick-off from their own end zone line. If the ball
is kicked out of bounds, the offensive team will start their drive at
the spot where the ball left the playing area - there is NOT an option
to ask for a re-kick.
-
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, but
must shout "Hut" loud enough for everyone on the field to be aware that
the play has started. (revised July 26, 2004)
-
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
-
Offensive players cannot protect/cover/hide/block his/her flag. If the
person with the ball blocks the defenders 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 is not an eligible
receiver/carrier. Flags
must be a minimum of 12 inches in length (from top to the tip), and 2
inches in width. (revised January 1, 2005) 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. (revised
August 3, 2005).
-
An offensive player can dive or jump to catch a ball, but once in
possession he/she 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.
-
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 they touched the out of bounds line. 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.
-
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 "plain of the end zone"
broken by the ball - to score a player must step over the line in the
end zone.
-
The offensive team has four (4) downs to cover the entire field.
-
The offensive team may punt on the 4th down, and do not need
to notify the defense of their intentions to do so.
-
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).
-
The quarterback may only run the football at the end of the 5
"steamboats" when and if the defense crosses
the line of scrimmage.
-
Teams receive one (1) point for each touchdown. There are no
conversions.
-
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.
-
Safe Plays: 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. In other words, incidental contact
is inevitable, but players should not be run over. 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.
- If
the ball is kicked through the end zone on either a punt or kick-off (or
kicked into the end zone and the receiving team elects not to run the
ball out by letting the ball go), the offensive team will start their
drive 10 paces out from their end zone, in the centre of the field. If
the receiving team elects to catch the ball in the end zone (or runs
back into the end zone after catching the ball), the receiver is in play
and runs the risk of being tackled in his/her own end zone.
- 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 his/her back to the ball and
inadvertently blocks a pass with their arms or back of their head).
- Ending the Half or Game - With three minutes to go in the half (game),
there are 5 plays left in the half (game). A kickoff after a touchdown
is not considered a play.
-
A game can end in a tie during the regular season. In the
playoffs, if
a game is tied at the end of regulation time, the game continues until a
team has scored to break the tie. (i.e. play continues with the current line of scrimmage,
the current down count and with the current team in possession of the
ball).
-
Teams may call a one (1) minute time-out per half if needed except
during the last 10 minutes of play
[back to top]
4.
Dead Play: If a player carrying the ball slips/falls and one knee
touches the ground, the play is dead and the defense does not have to
remove a flag for the play to stop. PLEASE OBSERVE THIS RULE CAREFULLY!
It helps immensely in promoting safer play. In addition, if the football
touches the ground for any reason (kickoffs, punts, fumbles, handoffs,
etc) the ball is dead and the play is over. The next play is started at
the spot where the ball hit the ground in the case of punts and kickoffs,
and at the spot where the last person touched the ball for all other
situations.
[back to top]
5.
Discrepancies: All games are self-refereed. Disputes about a possible
infraction are to be discussed amongst the people involved in the play.
If an agreement cannot be reached, don't waste time arguing the play -
simply redo the down. Please play safely and with good spirit.
[back to top]
6.
Rough Play: ANY ROUGH OR PHYSICAL PLAY WILL RESULT IN IMMEDIATE
EXPULSION FROM FURTHER LEAGUE PLAY AND MAY RESULT IN LIFETIME LEAGUE
EXPULSION. PLEASE SEE THE TCS&SC POLICY SHEET FOR OUR OFFICIAL POLICY 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. [back to top] |