Rules of the Game
All flag football games are played on Washburn Field. Play is organized in a double-elimination tournament format to determine the overall champion.
- All players must check-in with the officials or supervisor on duty and be on a valid roster before they are allowed to play.
- A player may only play for ONE team.
- Teams may add players to their roster up until the start of their second game.
- Players may not “jump” teams. Failure to observe this rule will result in a forfeit.
NUMBER OF PLAYERS
- Flag football teams consist of 7 members
- A team may play with no less than five players.
- Each participant will wear a belt with flags attached to each side.
- Flags must be worn on the hips.
- Shirts MUST be tucked inside shorts/pants.
- Soccer or turf shoes are allowed; NO METAL CLEATS.
- Teams will be denoted by colored pennies provided by the Intramural program.
- A coin toss determines the first possession.
- The team that wins the coin toss can chose to either kick or receive.
- The 2nd half will commence with the opposite team receiving the ball.
- A game consist of two 20 minute halves with continuous running time.
- The clock stops when play stops during the last two minutes of each half.
- The clock will only be stopped for out of bounds, incomplete passes, first downs, scores, changes of possession, and penalties and will not start until the next snap.
- The clock does not run on conversion attempts, and will not be started on kickoffs until it touches a player on the receiving team.
- Half time is limited to no more than 10 minutes.
- Each team is allowed ONE time out per half.
- The timeout will last one minute.
- Unused timeouts DO NOT carry over to the second half.
- Tie-breaker: Teams alternate possessions with the ball at the 20-yard line, 4 downs to score.
- If the ball is intercepted during overtime it is a change of possession (the pass MAY NOT) be run back for a TD.
- The team that starts on offense the first overtime, would start the second overtime on defense, etc.
- Teams must go for a 2-point conversion after the conclusion of the second overtime.
- The clock stops when play stops during the last two minutes of each half.
- A touchdown is 6 points.
- Players must have two feet inbounds in the end zone to score,
- Going for 1pt conversion = ball at 5 yard line, score on pass or run play
- Going for 2pt conversion = ball at 15 yard line, score on pass or run play
- The defending team may return an interception on a 1 or 2-point conversion to the opposite endzone for 2 points.
- A safety is if a player carries a ball across the goal line that they are defending and the ball becomes dead while in their possession. It is worth 2 points.
- The mercy rule in effect is that if team up by 30pts at the end of the 1st half the game will be called.
DOWN AND DISTANCE
- A team has 4 downs to make a first down.
- A first down is made ONLY by crossing the mid-field line.
- Any offensive penalty before the snap will result in the loss of 5 yards (e.g. too many men on the field, delay of game, false start).
- Any offensive penalty after the snap will be a loss of down and yardage gained on the play.
- Any defensive penalty before the snap will be a 5 yard penalty with the down repeated and play stopped.
- Any defensive penalty after the snap will be a 5 yard penalty with the down repeated (unless the offense declines it).
- Offensive penalties on an extra point:
- If the penalty occurs before the snap there will be a 5 yard penalty and the down will be replayed.
- If the penalty occurs after the snap the down is forfeited and play resumes with the kick-off.
- The neutral zone is off side
- Offsetting penalties will result in a replay of down.
- STIFF ARMS AND WARDING (brushing away the opponents’ hands) ARE PENALTIES. BALL WILL BE SPOTTED AT THE PLACE OF THE PENALTY WITH A LOSS OF DOWN.
- Fighting: at the discretion of the referees and/or league supervisor, players guilty of fighting will be automatically ejected from the game.
- If ejected from a game, a player is automatically suspended from his/her team’s next TWO scheduled competitions.
- Anytime a “bench” clears, a forfeit will be automatically called for that team(s) and individual penalties handed down after consultation with the Director of Intramurals and all parties involved.
- A kick off or punt will start the game and the second half.
- All kickoffs will be from the 10 yard line.
- Kicks after a safety will be kicked off from the goal line.
- A ball must be kicked 10 yards in the air, NO on-side kicks.
- If the ball does not reach midfield, the receiving team has the option to take the ball where it hits or at the 49 yard line.
- A punt that goes out of bounds after hitting the ground in bounds will be placed where the ball goes out.
- A punt that goes out of bounds before hitting the ground in bounds can be placed where the ball goes out or re-kicked at the receiving team’s discretion.
- If the re-kick is out of bounds, the ball will be automatically placed at the 49 yard line.
- If the ball is punted into the end zone, it will be brought out to the 10 yard line.
- The ball is dead where the punt is muffed or touched by the received and hits the ground.
- The receiving team may have 3 players back; all others must be within 3 yards of the line.
- All play on the line is frozen until the punt is off.
- The defensive team must be warned of a punt—quick kicks or fake kicks are prohibited.
- STIFF ARMS AND WARDING (brushing away the opponent’s hands) ARE PENALTIES.
- BALL WILL BE SPOTTED AT THE PLACE OF THE PENALTY WITH A LOSS OF DOWN.
- The ball carrier may NOT at any time attempt to directly run over an opponent.
- HE/SHE MUST ATTEMPT TO DODGE A DEFENDER ATTEMPTING TO GRAB A FLAG.
- An offensive player may not leave his or her feet while attempting to score in the end-zone.
- DIVING INTO THE ENDZONE IS PROHIBITED.
- If the referee rules that a player dove for the end zone the ball will be spotted where he left his feet.
- Those attempting to grab a flag may not hold up the runner while a teammate grabs the flag.
- A runner is automatically down any time any part of the body other than his hands or feet touch the ground.
- The ball is ready for play when: it has been spotted for a down, the referee has made the ready for play signal and the 25-second count begins.
- The ball must be snapped during the 25-second period.
- Failure to snap the ball in time is a delay of game 5 yard penalty and a re-play of down.
- For the
snapthe ball MUST be on the ground and MUST be on the side of the snapper or between the snapper’s legs.
- A snap shall put the ball in play.
- A snap or fumble that touches the ground is dead IMMEDIATELY and remains in possession of the offensive team, except on 4th down.
- Following the ready whistle, no defensive players may break the plane of the restraining line until the snap.
- No offensive player shall make a false start or any action that simulates the start of play.
- Only two people at the line of scrimmage before snap can be in motion.
- Violation of this will result in a 5 yard penalty and re-play.
- In the event of an inadvertent whistle, the team with possession of the ball will begin a new play from the location of the ball when the whistle occurs without a loss of down.
- Once a player drops a flag or has it pulled (whether intentional or not) the player is down and the play will be whistled dead.
- Any player who gains possession of the ball without all of his/her flags attached is down on the spot.
LINE OF SCRIMMAGE PLAY
- The offense must have no less than 4 players on line of scrimmage, and remaining players may line up either on the line or in back field.
- It is illegal to push, trip or hold.
- A blocker may not leave his feet to block.
- NO chop blocks or diving blocks
- Screen blocks are the only legal blocks allowed down field. No body or crack blocks (blind side hits).
- Blocking is only allowed between the waist and the shoulders.
- The blocker must keep their elbows and arms within the frame of their body.
- Any illegal block is a 5 yard penalty and loss of down
- You may use hands to ward off a block, but may not grab hold of opponent’s jersey.
- No head or face contact to ward off blockers
- Rushing is only allowed after a 3-second count which MUST be loud enough for everyone on the field of play to hear.
- 3-MISSISSIPPI will be the standard count.
- The 3-second count is off when the ball is thrown or pitched back.
- Defensive rushers MUST make an attempt to side step or elude the offensive blocker, he cannot bull rush or charge the blocker.
- The QB may not run unless flushed out of the pocket by a pass rush
- All players are eligible to receive including the quarterback if the ball has been handed off behind the line of scrimmage.
- All passes must be forward and received beyond the line of scrimmage.
- Shovel passes are allowed but must be received beyond the line of scrimmage.
- Interceptions change the possession of the ball and can be returned.
- The ball is dead from the point of the throw when intentional grounding occurs.
- This will result in a 5 yard penalty and loss of down.
- Pass interference consists of pushing, pulling, or blocking to prevent the catch.
- An automatic advancement at the spot of the foul will be awarded to the offensive team.
- If a pass is made backward and behind the line of scrimmage, the ball may still be passed.
- The ball becomes dead when:
- The whistle blows.
- It goes out of bounds.
- Any part of the runner's body other than a hand or foot touches the ground.
- Ball in possession is considered part of the hand.
- Any score occurs.
- A forward or backward pass, fumble, or snap hits the ground.
- Dead at the spot on backward pass, fumble, and snap.
- If a punt is muffed or touched by the received and hits the ground
- The flag belt is removed legally or falls off.
- If a player or ball from an adjoining field interferes with the result of a play, the official shall stop play and offer the team in possession the option of replaying the down or taking the ball at the spot of interruption.