Intramural Sports Flag Football Rules

Intramural Sports Flag Football Rules Men’s, Women’s and Co-­‐‑Rec Participation Warning There are inherent risks of mental and physical injury in Intramural Sports Flag Football; therefore, you
may be mentally and/or physically injured by participating. Our goal is to reduce or eliminate as many
risks as reasonably possible to provide a safe program. This does not mean that injuries will not happen.
We ask for your full cooperation in following instructions regarding proper conduct, proper use of
equipment and facilities, and adherence to the rules of football as established by the Intramural Sports
Program. Participants are responsible for the cost of any injury; therefore, you are encouraged and
recommended to have adequate health insurance.
Intramural Policies 1. Eligibility: All students, student spouses, graduate students, faculty and staff who have paid their
campus recreation fee are eligible to participate in intramural sports flag football. (An individual
is considered eligible if registered for at least one credit.) If a spouse participates, they must
purchase a spouse card from the Card Office before participating. If a faculty or staff participates,
they must pay the campus rec fee at the Registrar’s office. Participants must be added, accepted,
and appear on the roster by the time of play. 2. Bleeding: During any flag football game, if a supervisor, scorekeeper, or official detects a
participant who is bleeding, has an open wound, or has an excessive amount of blood on their
clothing, the game shall be stopped. The participant must receive medical attention. In order for
the participant to continue to play, the bleeding must be controlled, the wound covered, and
clothing changed if needed. 3. Jewelry: No jewelry may be worn while participating in intramural sport games. The following
is considered jewelry: watches, bracelets, earrings, rings, necklaces, nose rings, chains, and
headgear (barrettes, plastic clips, hats, etc.). Note: Head-bands or bandannas may be worn if
they are no wider than 2 inches and made of non-abrasive cloth. Athletic tape may be used to
cover certain jewelry for specific reason, however the tape is NOT provided by Campus Rec. 4. Sportsmanship: Unsportsmanlike conduct will NOT be tolerated. Any participant or spectator
may be ejected by any intramural sports staff member from a game and/or playing area at any
time without warning for unsportsmanlike conduct. a. Each time a player and/or spectator is ejected from a league game, the player will be
ineligible for their next game in that league (i.e. if player is ejected in a men’s game, they
will miss their next men’s game). b. If a player is ejected during a tournament game, that player will miss their next
scheduled game, regardless of what league it is in, and even if the team they were ejected
from loses. c. Any player who receives two or more technical fouls during league and/or tournament
play will be required to miss their next scheduled game before he/she can continue to
play. For each additional technical foul received, he/she must miss another game. 1 5. Identification Requirements: All participants must present their USU ID to an intramural sports
supervisor and/or scorekeeper each game. If they do not have their USU ID, they will not play.
No other forms of ID will be accepted. 6. Injured Player(s): If someone on your team becomes injured, please contact an intramural sports
staff member 24 hours before your next scheduled game to inquire about replacing the injured
player on your team. **Doctor or Athletic Trainers note may be required. Intramural sports staff
has the authority to determine if an injured player will be allowed a substitute. 7. A player cannot play on two men’s, women’s, or co-rec teams. However, a male player can
play on a men’s and a co-rec team and a female player can play on a women’s and a co-rec team.
8. Intercollegiate and Sport Club Eligibility: Teams cannot have more than two (2) current or
previous year USU Football team members. Co-Rec teams can only have one of each gender.
See page seven of the Intramural Sports Policies and Procedures Manual for further clarification.
9. Tournament play: Tournament games will not be rescheduled for any reason; you must play at
the time you are assigned. If you play on more than one intramural sports team, you run the risk
of having games scheduled at the same time. The intramural sports staff will not change your
game times!
10. Awards: All awards must be picked up in the Intramural Sports Office before the last day of the
semester. 11. Refunds: Contact an intramural sports supervisor about your reason why you need a refund.
Refunds are issued through IMLeagues and you will lose $.50 due to a processing fee. 12. Poor Weather: The intramural sports staff has the right to postpone or cancel games. Cancelled
games may or may not be rescheduled due to limited playing space availability. 13. Protests: Any team has the right to file a protest. Any protest must be filed by the team captain
and within 24 hours of the intramural contest. A $10.00 protest fee must be paid to the HPER
Service Desk at time of filing the protest. If ruling is overturned, the team will receive their
$10.00 back, but if the ruling stands, they will not receive a refund. Sportsmanship Rating System The sportsmanship rating system is intended to be an objective scale by which teams’ and spectators’
attitudes and behaviors can be assessed. Behavior before, during, and after an intramural sports contest
is included in each rating. Each team captain is responsible for educating ALL players and spectators
affiliated with his/her team about the system. Teams must receive at least 12 sportsmanship points in
order to qualify for tournament play. Teams must also maintain a 3-point average during
tournament play. The intramural sports staff will determine the score for the teams after each intramural
sport contest. Intramural sports staff reserves the right to review and/or change any sportsmanship rating
given. Team captains inquiring about their team’s sportsmanship rating should do so the business day
following the contest by contacting the Intramural Sports Coordinator at 435-797-1503, or check on
IMLeagues.com.
The sportsmanship rating system is based on the following criteria, but not limited to:
4 = Excellent Conduct and Sportsmanship
• Team members cooperate with and demonstrate good sportsmanship toward
members of the opposing team, spectators, and ALL intramural sports staff.
• Team captain exhibits control over his/her team and spectators, converses reasonably
and rationally with officials about rule interpretations, and cooperates by providing
any information requested by any intramural sports staff member.
2 3 = Good Conduct and Sportsmanship
• Team members verbally complain about some of the decisions made by the officials
and/or show minor dissensions, which may or may not merit an unsportsmanlike
conduct penalty.
• Teams receiving one unsportsmanlike conduct penalty will receive no higher than a
“3” rating.
2 = Average Conduct and Sportsmanship
• Team shows verbal dissent toward officials and/or the opposing team, which may or
may not result in an unsportsmanlike conduct penalty.
• Team captain exhibits minor control over team and/or spectators, but is in control of
himself/herself.
• Team fails to appear at their scheduled contest or is unable to produce enough players
to form a team.
• Teams receiving multiple unsportsmanlike conduct penalties will receive no higher
than a “2” rating.
1 = Below Average Conduct and Sportsmanship
• Team continually dissents to the officials and/or opposing team from the court and/or
sidelines.
• Team captain exhibits little or no control over team and/or spectators or himself/herself.
• Teams who have a player rejected will receive no higher than a “1” rating.
0 = Poor Conduct and Sportsmanship
• Team is completely uncooperative; team captain has no control over team/spectators/self.
• Teams play with ineligible participants or withhold any information requested.
• Damage or destruction of any Campus Recreation facility/equipment.
• Any threatening behavior (verbal or nonverbal) towards any player, spectator, or
intramural sports employee.
• Multiple player ejections or causing a contest to be forfeited by any reason other than not
having enough players will receive a “0” rating.
Teams receiving a “0” rating during tournament play will not be allowed to advance.
Teams receiving a “1” rating during tournament play must have their manager meet with the
Intramural Sports Coordinator and Manager before their next scheduled game.
Teams that do not maintain a 3-point average during tournament play will be required to meet
with the Intramural Sports Coordinator and Manager before their next scheduled game.
Further information on intramural sports participation policies can be found in the USU Intramural Sports
Policies and Procedures Manual.
Rules of Play National Intramural & Recreational Sports Association (NIRSA) Flag Football Rules will govern play
with the following exceptions:
3 Team Regulations 1. Seven players will constitute a team. Teams may have no more than fourteen players on their
roster. Five players are required at the of the game to avoid a forfeit. 2. Two time-outs per team, per half. They do not carry over. Time-outs are 30 seconds. 3. Additions to the roster may be made throughout league play; however, a player may not play for
more than one team in the same division (i.e., men’s open, 6’ & under, women’s, co-rec). New
players must be added to the roster prior to playing. Once you have filled your roster, you will
not be allowed to add or remove any players from it. Rosters will be closed once a team’s first
scheduled tournament game has finished.
Equipment and Jerseys/Clothing 1. All players must wear appropriate athletic shoes. All players must wear athletic clothing (NO
jeans!). If cleats are worn, they must be made of rubber, no metal cleats will be allowed. If any
clothing/equipment is considered dangerous Intramural Sports Staff has the right to declare it
illegal.
2. The Intramural Sports Staff will provide the game ball. Game balls cannot be used before or
after a game. Teams are encouraged to furnish their own equipment. 3. The intramural sports staff will provide jerseys for team identification; however, t-shirts with
sleeves must be worn under the provided campus recreation jerseys. 4. Players are strongly recommended that a mouth piece be worn. 5. Teams are encouraged to supply their own uniforms with proper legal numbers. 6. Each player must wear the distributed flags. Flags cannot be pinned, fastened, or tied on.
(Penalty: Unsportsmanlike conduct, 10 yards). Playing Time
1. Each game will consist of two 20 minute halves. The clock will start on the scheduled time, even
if teams are waiting for players.
a. During the last two minutes of the second half the clock stops for first downs, incomplete
passes, out of bounds, safety, touchdowns, team time-outs, change of possession,
penalties, and the clock will begin on the snap.
2. An intramural sports supervisor has the authority to change playing time if a game is going longer
than expected.
3. Teams are expected to be ready to play at their scheduled time. Clock will start at game time.
Teams with less than five players will be a given a five-minute leeway. A forfeit will then be
assessed to teams with less than five players.
4. The offense has 25 seconds to put the ball into play after the referee has blown his/her whistle
(ready for play).
5. Each team has two time-outs per game. Time outs are 30 seconds and they do not carry over.
Officials A scorekeeper and officials will be provided for each game. The supervisor/scorekeeper/officials have
jurisdiction over each contest with the authority to eject players, coaches, and/or spectators from the
playing area or building for abusing the rules and/or any unsportsmanlike behavior.
4 Game Rules 1. Touchdowns are 6 points and a safety is 2 points. The team that has scored is allowed to try for
one, two or three extra points. The one point line is three yards away, the two point line is ten
yards away, and the three point line is twenty yards away from the goal line.
2. If a team is up by 19 points with 2 minutes remaining in the second half, the game is declared
over, and the team with the lead will be declared the winner.
3. When the score is tied at the end of the second half, the referee will call the field captains to the
center of the field for the coin toss. The team winning the toss will have their choice of offense or
defense.
a. Each team will have a series of four downs. The ball being placed on the 20-yard line.
b. The team that scores will be declared the winner. If both teams score and the game is still
tied, the team using the least amount of downs to score will be declared the winner.
c. If neither team scores, the game will be recorded as a tie (except for in tournament play).
d. In tournament play, if neither team scores, the four down series is repeated until a winner
is declared. If both teams score, then the team that uses the least amount of downs to
score will be declared the winner. If both teams use the same amount of downs to score,
the four down series is repeated.
4. To begin the game, the refer shall toss a coin in the presence of the team captains, after
designating which captain shall call the toss. The captain winning the toss shall have a choice of
options for the first half or shall defer their option to the second half. The options for each half
shall be:
a. To choose whether his/her team will start on offense or defense.
b. To choose the goal his/her team will defend. The captain, not having the first choice of
options for a half, shall exercise the remaining option (A or B).
c. Note: Team A is considered the team that won the coin toss. If Team A decides to be
offense, then play begins by placing the ball on the 15-yard line and Team B assumes the
defensive position. Offense and defense positions are reversed at the start of the second
half. If team A does not choose offense or defense, then they choose which goal to
defend.
5. Flags:
a. In order to down a ball carrier, flags must be withdrawn for the waist by a “tackler”. The
“tackler” must stop at the point of the tackle and extend his arm with the withdrawn flag
upward. The ball carrier to deliberately touch his own flags or to defend them in any
manner, i.e., guarding, diving, or jumping. (Penalty: 10-yards from the spot of the penalty
and loss of down).
b. It shall be illegal for a player to deliberately withdraw an opponent’s flag unless that
player is in possession of the ball. The official shall consider this action as an
unsportsmanlike conduct.
c. If a flag is inadvertently lost, the player is still eligible and play reverts to one hand touch
rule, between the shoulders and knees.
6. Fumbles:
a. A fumbled ball is dead at the point the ball touches the ground if fumbled backwards, or
at the spot where the fumble occurred if fumbled forwards. The ball belongs to the team
5 who controlled it last, before the ball touched the ground. A loose ball which has not hit
the ground may be caught and advanced by either team.
7. Kicking:
a. All kicks must be announced. The ball must be snapped. Neither team can cross their
scrimmage line until the ball is kicked. Everybody will be on the line but the punter and
the receiver. The officials will notify both teams when a team has announced that they
intend to kick the ball.
b. On-side kicks are illegal. The kick-off is always the receiving team’s ball.
c. After a touchdown, the ball will be put into play from the 15-yard line.
d. The halves are to start from the 15-yard line.
8. A team possession of the ball shall have 4 consecutive downs to gain a first down.
9. Legal Position: anytime at the snap or after the ball is ready for play, each offensive player must
momentarily be within 15-yards of the ball. (Penalty: Illegal procedure, 5-yards from the line of
scrimmage).
10. Minimum offensive line players: the offensive team must have at least 4 players on their
scrimmage line at the snap. A player in motion is not considered one of the 4 players. (Penalty:
Illegal procedure, 5-yards from the line of scrimmage).
11. Motion: one offensive player may be in motion, but not in motion towards the opponent’s goal
line. Other offensive players must be stationary without movement of their feet, body, head, or
arms. (Penalty: Illegal procedure, 5-yards from the line of scrimmage).
12. The ball can be snapped between the legs or on the side of the snapper and the person receiving
may not be closer than 2-yards to the snapper. (Penalty: Illegal procedure, 5-yards from line of
scrimmage).
13. The center cannot carry the ball from scrimmage, but can receive a pass. (Penalty: Illegal
procedure, 5-yards from line of scrimmage).
14. Defensive Encroachment: entering the neutral zone prior to the snap is a dead ball foul. The
whistle shall be blown immediately. (Penalty: 5-yards from line of scrimmage and 2 or more in a
series results in a 10-yard penalty).
15. Offensive False Start: movement on the offensive line is a dead ball foul. The whistle shall be
blown immediately. (Penalty: 5-yards from the line of scrimmage).
16. Offensive Screen Blocking: (Penalty: Personal foul, 10-yards from the spot of foul).
a. The offensive screen block shall take place without contact.
b. The screen blocker shall have their hands and arms at their side or behind their back.
c. Use of arms, elbows, legs, or body to initiate contact during an offensive screen block is
illegal.
d. A blocker may use his/her hand or arm to break a fall or to retain his/her balance.
e. A player must be on his/her feet before, during, and after screen blocking.
17. Screen blocking Fundamentals: (Penalty: Personal foul, 10-yards from the spot of foul).
a. A player who screens shall not:
i. Take a position closer than a normal step when behind a stationary opponent.
ii. Take a position so close to a moving opponent that his/her opponent cannot avoid
contact by stopping or changing direction.
iii. Make contact when assuming a position at the side or in front of a stationary
opponent.
6 iv. After assuming his/her legal screening position move to maintain it, unless he/she
moves in the same direction and path as his/her opponent.
18. Use of Hands or Arms by the Defense: (Penalty: Personal foul, 10-yards from the spot of foul).
a. Defensive players must go around the offensive player’s screen block.
b. The arms and hands may not be used as a wedge to contact the opponent.
c. A blocker may use his/her arms or hands to break a fall or retain his/her balance.
19. Handling the ball:
a. Any player may hand or throw the ball backwards at any time.
b. Ball carrier cannot use a “stiff arm”. (Penalty: Illegal use of hands, 10-yards from spot of
foul).
c. If opposing players simultaneously catch a pass or a fumble in flight, the ball becomes
dead at the spot of the catch and belongs to the offensive team.
d. No runner with the ball may jump (to avoid having a flag pulled), and guard (blocking an
opposing player from pulling a flag) all are illegal. (Penalty: 10-yards from the spot of
foul, plus loss of down).
e. The player scoring a touchdown must raise his/her arms so the nearest official can de-flag
the player. If the player is not de-flagged with one pull and the official determines the
flag belt has been secured illegally, the touchdown is disallowed. The player is also
disqualified. (Penalty: 10-yeards from the spot of foul, plus loss of down).
20. Passing the Ball:
a. All players are eligible to receive a pass.
b. One foot must land in bounds to complete a pass.
c. A passer is declared down if his flag is withdrawn by a defensive player or is pulled
before his arm is in forward passing motion.
d. Illegal forward pass (Penalty: 5-yards from the sport of penalty and loss of down).
e. Roughing the passer occurs when a defensive players fail to avoid making contact with
the passer. This includes blocking the ball and then charges into the passer. If the
defender contacts the passer’s arm, whether or not he/she touches the ball, it is roughing
the passer. (Penalty: 10-yards and an automatic first down).
21. Runner:
a. The ball carrier is down at the spot where the tackler pulls his flags. Unnecessary
roughness by the tackler or by the runner is a personal foul. (Penalty: 10-yards from the
spot of the foul).
b. Runners shall not flag guard by using their hands, arms, or the ball to deny the
opportunity for an opponent to pull or remove the flag belt. Flag guarding includes:
(Penalty: 10-yards from spot of penalty).
i. Swinging the hand or arm over the flag belt to prevent an opponent from deflagging.
ii. Placing the ball in possession over the flag belt to prevent an opponent from deflagging.
iii. Lowering the shoulders in such a manner which places the arm over the flag belt
to prevent an opponent from de-flagging.
7 c. An offensive player in front of the ball carrier must stop his run when a defender is in his
proximity. Offensive blockers may not extend their arms forward or to the side. No down
field clocking. (Penalty: 10-yards from spot of penalty).
d. If a defensive player intentionally knocks down an opponent when the runner was in the
clear and in the opinion of the referee, would have scored if he/she had not been knocked
down. A touchdown will be awarded.
e. If a defensive player reaches across the body of the ball carrier to pull the flag and
contact is made, the responsibility of the contact lies with the judgment of the official.
f. If the defensive player forces the offensive player out of bounds, a penalty will be
assessed. (Penalty: 10-yards from spot of penalty, unless, in the official’s opinion the
tackle was flagrant. If a flagrant tackle occurs, the offender will be ejected from the
game).
22. Unsportsmanlike conduct, including any unnecessary roughness or cursing at the officials or
opponents, shall cause that player to be eliminated from the game and his/her team shall be
penalized 10-yards from the line of scrimmage-NO WARNING NEEDED.
Co-­‐‑Rec Regulation The rules stated above will govern play with the following exceptions:
1. Teams are made up of four women and four men. Teams may start a game with six players.
Teams cannot play with more than four men at a time.
2. No restrictions regarding who may advance a kick-off or punt. 3. Both teams must have and maintain at least five players within one yard of their scrimmage line
and remain motionless until the punt is made. (Penalty: Illegal procedure, 5-yards from the line
of scrimmage).
4. The offensive team must have at least five players on their scrimmage line. (Penalty: Illegal
procedure, 5-yards from the line of scrimmage).
5. Four Down Series:
a. During a four down series, if more than one down is used, a female player must be
involved in one of the four downs. To be considered involved, the following applies:
i. A male passer completing a forward or backward pass to a female receiver.
ii. A female receiving the snap from the center.
iii. A female to female pass or a female to male pass.
b. If a team uses more than one down and receives a first down without involving a female
in at least one play, the following penalties applies:
i. While running, the runner gains a first down. (Penalty: 5-yards from the first
down line, loss of down, and not first down awarded).
ii. When a forward pass is caught beyond the first down line. (Penalty: 5-yards from
the spot where the pass was released (beyond the line of scrimmage) or the down,
nor first down awarded).
6. Touchdowns scored by female players will be worth 9 points, this includes any legal forward pass
by a female to a male which results in a touchdown.
a. A 3-yard conversion will be worth 2 points, a 10-yard conversion will be worth 4 points,
and a 20-yard conversion will be worth 6 points. Male points will be 6 points and 1, 2, 3
points respectively.
8 b. With two minutes left in the game and one team is ahead by 19 or more points, the game
is declared over, and the team with the lead is declared the winner.
9