Flag Football Rules

Auburn Intramural Sports – Flag Football Rules
Players may ONLY play on one intramural team, regardless of league. Players violating this rule are
subject to disqualification from Auburn Intramural Sports.
***Exception***
A team may add as many players as they need to avoid a forfeit. Once a team has reached six (6) players,
they may not add any more players. Once regular team players have arrived, the team must drop the
players it picked up to avoid forfeit. During playoffs, any players added MUST NOT have played on any
other team throughout the regular season.
***Exception***
A player may play on ONE Men’s (NOVICE, INTERMEDIATE, ADVANCED), Women’s, Fraternity,
Sorority AND ONE COREC team.
ID’s:
Supervisor/Referees will check player IDs. Players will be asked to line up on the sideline and wait for their
name to be called. Once your name is called, you will show the supervisor/referee that you have no illegal
equipment (steal cleats, shorts/pants with pockets or belt loops, jewelry…etc.) and they will match the name
on the card to the name on the
score sheet.
Game Time:
GAME TIME is Forfeit time. Any team not having enough players at forfeit time shall be ineligible to
play and the game shall be recorded as a forfeit.
Eligibility:
The only protests that are heard are those regarding eligibility. Protests must be made within 24 hours of the
game in question. All protests need to be taken to the Auburn Intramural Field House. There, you will fill
out an official protest form and the protest will be given to the Intramural Coordinator. All decisions made
are final. Special rules regarding club sports athletes, varsity athletes, sorority and fraternity members are
listed in the Auburn Intramural Handbook.
Field Layout:
The field dimensions are 100 yards by 40 yards. The playing field is divided into four 20-yard zones
with 10-yard end-zones. The lines bounding the sidelines and the end zones are out-of-bounds.
Each team box is a designated area for players and spectators. Each box is marked between the 20- yard
to 20-yard line and will be marked in orange. Players and spectators must stay within this team box.
Game/Player Equipment (Required/Optional/Illegal):
1. Game Ball
Each team must provide their own football. Footballs can be checked out from the Intramural Field House with
an Auburn University ID. The official ball shall be pebble-grained leather or rubber covered. Men’s teams’
will use Men’s size football. Women’s teams’ will use Junior size football, but may use Men’s size if they
wish. There are no requirements regarding ball pressure and markings.
2. Jerseys, shorts/pants, shoes, headgear
Jerseys may not have pockets, holes, or a button placket. All team members must wear the same shade of
color shirt. Jerseys must be long enough so they remain tucked in the pants/shorts the entire down
Each player must wear pants or shorts without any belt(s), belt loop(s), pocket(s), holes, or exposed
drawstrings. Pants or shorts must be a different color than the flags. Pants or shorts may not be
turned inside out, and pockets may not be taped.
All players must wear shoes made of canvas, leather or synthetic material, which cover the entire foot.
Players may wear a knit stocking cap. The cap must have no bill. Players may wear a single-colored
headband no wider than 2”.
Players may wear pliable and non-rigid sunglasses.
A player wearing illegal equipment shall not be allowed to play.
3. Illegal Equipment
Types of equipment that shall be declared illegal include:
* Headwear containing any hard, unyielding, stiff material, including billed hats, or items containing
exposed knots, such as bandanas.
* Jewelry and rubber bands of any kind.
* Pads or braces worn above the waist.
* Shoes with metal, ceramic, screw-on, or detachable cleats.
* Jerseys that have been altered in any manner which produces a knot-like protrusion.
* Leg and knee braces made of hard, unyielding material, unless covered on both sides and all edges.
* Towels may not hang from a participant’s waist.
Coin Toss:
The captain winning the toss shall have the choice of exercising options for the first half or shall defer
his/her option to the second half. The options are: Offense, Defense, Defend End-zone(s) or Defer
option to 2nd half.
***Note that if the captain winning the toss chooses Defense or Defend End-zone(s), he/she will not have
the choice of Offense, Defense or Defend End-zone(s) in the second half. The captain not having the first
choice of options for a half shall exercise the remaining option.
Game Time:
Game time will be two 25 minutes halves, running clock. The clock will run continuously for the first 24
minutes of each half unless stopped for officials’ time out, or injury. Half- time will be 5 minutes.
During the last minute of each half, the clock will stop and resume for the following situations:
* Incomplete legal or illegal forward pass – starts on the snap.
* Out-of-bounds – starts on the snap.
* Safety – starts on the snap.
* Team time-out – starts on the snap.
* First down – starts on whistle.
* Touchdown – starts on next offensive snap (Point Tries are untimed)
* Penalty and administration – dependent on the previous play (except delay of game – starts on
snap.)
* Referee’s time out – starts at his/her discretion.
* Touchback – starts on the snap.
* Team attempting to conserve time illegally – starts on whistle.
* Team attempting to consume time illegally – starts on snap.
Game play/end of half or game:
Play at the beginning of each half will start at the offense’s 10 yard line.
The ball must be put in play promptly and legally and any action or inaction by either team, which
tends to prevent this, is delay of game. This includes:
* Failure to snap within 25 seconds after the ball is whistled ready for play.
* Putting the ball in play before it is whistled ready for play.
There is no time added to the clock during a down with an inadvertent whistle. The offense has the option
of replaying the down or taking the ball at the spot at which the whistle was blown.
A half must be extended by an untimed down, if during the last timed down, one of the following
occurred:
* There was a foul by either team and the penalty is accepted.
* There was a double foul.
* If a touchdown was scored, the point-after-try is attempted unless the touchdown is scored during the
last down of the second half and the point(s) would not affect the outcome of the game.
Timeouts:
Each team is entitled to two (2) charged time-outs during each half. All timeouts are 45 seconds
unless both teams are ready to play before the time is up.
An injury timeout shall not be counted toward a team’s regular allotment of timeouts.
Overtime Rules:
During the regular season, there will be an overtime period. Overtime will continue until a winner is
determined.
Overtime periods are played toward the same goal. The two choices for the team that wins the toss are:
offense/defense, or end zone.
Unless moved by penalty, each team will start first down and goal from the 10-yard line. The team will
have four downs to score, unless awarded first down automatically, or a penalty allows for repeating
the down.
Each team is entitled to one timeout per overtime period.
The goal shall always be the zone line-to-gain in overtime.
The defensive may intercept a pass or fumble (if the ball does not hit the ground) and return it for a
touchdown.
Live Ball/Dead Ball/Out-of-Bounds:
A live ball becomes dead and an official shall sound the whistle or declare it dead:
* When it goes out-of-bounds,
* When any part of the runner other than a hand or foot, or the ball in hand touches the ground.
* When a touchdown, touchback, safety, or successful point-after-try is made.
* When a forward pass strikes the ground or is caught simultaneously by opposing players
* When the ball strikes the ground on a punt after first being touched by a player
* When a backward pass or fumble by a player strikes the ground or is caught simultaneously by
opposing players.
* A ball snapped, which hits the ground before or after getting to the intended player is dead at the spot
where it hit the ground.
* When a runner has a flag belt removed legally by a defensive player. A flag belt is removed when the
belt is completely off of the player with the ball
* When a runner is legally tagged with one hand between the shoulders and knees, including the hand
and arm when the flag belt inadvertently becomes detached, Unless the player has failed to secure the flag
belt properly. In which case the runner is down at the spot his flag became detached.
No substitute can enter during a down. An incoming substitute must enter the field directly from the team
area. A replaced player must leave the field at the sideline nearest his/her team area prior to the ball being
snapped.
No substitute shall become a player and then withdraw, and no player shall withdraw and then reenter as a substitute unless a penalty is accepted or there is a charged timeout.
During an offensive series, the zone line-to-gain in any series shall be the zone in advance of the ball,
unless distance has been lost due to penalty or failure to gain. In such case, the original zone in
advance of the ball at the beginning of the series of downs is the zone line-to-gain.
A new series of downs shall be awarded when a team moves the ball into the next zone on a play free
from penalty; or a penalty against the defense moves the ball into the next zone; or an accepted
penalty against the defense involves an automatic first down; or either team has obtained legal possession
of a ball as a result of a penalty, punt, touchback, pass interception, or turnover on downs.
Down and Possession After a Penalty:
After a penalty which puts the ball in possession of a team past its zone line-to-gain, or if a penalty
stipulates a first down, the down and distance established by that penalty shall be first down with the next
line-to-gain.
If a foul/penalty occurs before a change of possession, the down will be repeated unless the penalty
incurs a loss of down, or if the penalty leaves the ball on or beyond the line-to-gain.
No rule interpretation may be asked for after the next ball is legally snapped.
Snapping/Handling/Passing the Ball:
All plays must be started by a legal snap from a point on or between the hash marks. It is
the responsibility of the team on offense to retrieve the ball after each down.
After the head referee blows his/her whistle signaling ready-for-play, no player on defense may
encroach, touch the ball, or make contact with opponents (verbally or physically) in a way which
interferes with them.
* This includes standing in, over and shifting through the neutral zone.
No offensive player shall make a false start or simulate the start of a play. The offensive team may be
penalized whether the ball has snapped or not and any defensive encroachment penalty which occurs
as a result of the offensive false start, shall be canceled.
When snapping the ball, after assuming position for the snap and adjusting the ball, the center may not
move nor change position of the ball in a manner which simulates the beginning of a play. The center,
when over the ball, MUST have both his/her feet behind the line of scrimmage. The ball DOES NOT
have to be snapped between the legs, but it MUST be snapped in a CONTINUOUS motion which started
from the ground.
Each offensive player MUST BE within 15 yards of the ball until it is marked ready-for-play
The offensive team MUST have four (4) players on or within one (1) yard of their line of scrimmage
before the ball is snapped.
Only one (1) offensive player may be in motion during the snap, however, it MAY NOT be toward the
opponents goal. If two (2) offensive players are in motion before the ball is snapped, both players must
stop for one (1) second and ONLY then may one (1) player return to motion.
The player who is receiving the snap from the center MUST BE at least two (2) yards from the
offensive line of scrimmage.
All offensive players, except for the one player in motion, must come to a complete stop and remain
still for one (1) second prior to the snap.
Any offensive player may hand the ball backward at any time.
A runner may pass the ball backward or lose player possession by a fumble anytime. That ball is a live
ball until it hits the ground. Once the ball hits the ground, it is a dead ball and marked at the spot at
where it hit the ground or crosses the sideline. Any ball fumbled or passed backward which hits the
ground in the end-zone shall be counted as a safety. The opposing team is awarded two (2) points and
the ball taken at their own 10-yard line
A backward pass or fumble in flight may be caught or intercepted and advanced by any player who is
legally inbounds.
All players are eligible to catch a pass. During a down and before a change of possession, a forward
pass may be thrown, provided the passer’s feet are behind the line of scrimmage when the ball leaves the
passer’s hands. Only one (1) forward pass is allowed per down. A play involving a run across the line of
scrimmage and then back behind the line of scrimmage where a forward pass is thrown IS a legal play. A
forward hand off is considered a forward pass.
A forward pass is ILLEGAL if:
* The passer’s foot is beyond the line of scrimmage when the ball is released.
* If a passer catches his/her untouched forward or backward pass.
* If there is more than one (1) forward pass per down.
If a forward pass is caught simultaneously by a member of opposing teams, the ball becomes dead at the
spot of the catch and belongs to the offensive team.
During a legal forward pass, contact or action that interferes with an eligible receiver is pass
interference. It is also pass interference if an eligible receive is de-flagged prior to touching the ball,
unless the flag belt falls off on its own.
Kicking the Ball
Prior to marking the ball ready-for-play on fourth down, the Head Referee must ask the offensive team
captain if they are going to punt. After such announcement that the offensive team is going to punt, the
ball must be punted, unless a charged timeout is called by either team or if a penalty occurs prior to or
during the down which allows the kicking team to repeat the down.
Neither the kicking team nor receiving team may advance beyond the line of scrimmage in either
direction until the ball has been punted. All formation rules from 7-A-7-E apply. With the exception of
the kicker, the punting team must have ALL players on the line of scrimmage. The receiving team must
have at least four (4) players on the line of scrimmage before the ball is kicked.
After receiving the snap, the kicker MUST punt the ball immediately in a continuous motion.
Once the ball is punted, the defensive team may attempt to block the punt, but they MAY NOT rush the
punter. Once a punt is blocked and hits the ground, it is dead at that spot. If the receiving team
blocks the punt and it is caught by a kicking team member, they may advance the ball. A kicking team
player cannot kick the ball to himself/herself or any other kicking team player. The kicking team may only
punt once (1) per down.
Scoring Plays/Touchbacks
If a team is ahead by 30 points or more when halftime is reached, the game will be over. Any team that
scores in the second half and increases their lead to 30 points or more will be given the win and
the game will be over
* The referee/supervisors reserve the right to end a game at any point if they feel the team ahead is
prolonging the game. Teams abusing this rule may also be subject to lower sportsmanship ratings.
When a player scores a touchdown, they must raise his/her arms so the Back Judge can de-flag them. If the
Back Judge is unsuccessful in de-flagging the player with one pull to the right or left and, in his/her
judgment, feels the player in question has illegally tied his/her flag belt, the touchdown will be
nullified and the scoring player will be ejected.
The scoring team has the choice of choosing a one (1) or two (2) point conversion attempt. One (1)
point attempts are tried from the three-yard line and two (2) point attempts are tried from the 10- yard
line. Once the captain makes the decision to go for one (1) or two (2) points, the decision can only be
changed by a timeout by either team.
A penalty does not change the value of the point-after-try.
If the defense intercepts the PAT and returns the ball to the opposing end-zone, two (2) points are
awarded.
If there was a double foul during a PAT, the PAT is replayed. If the offensive team is penalized on a
successful PAT, the down will be repeated if the penalty is accepted. If the penalty results in a loss of
down, the PAT is not repeated.
After each PAT, the new offensive team will take the ball and put it in play from their 10-yard line,
unless moved by a penalty.
A safety is awarded as two points and occurs when:
* A runner carries the ball from the field of play to or across his/her own goal line and the ball
becomes dead, by the runner being de-flagged or the ball hitting the ground in the end-zone.
* A player punts, passes, fumbles, snaps, muffs, or bats loose ball from the field of play to or across
his/her own goal and the ball becomes dead behind their goal line.
* A player on offense commits any penalty for which the penalty is accepted and measurement is from
a spot in his/her end-zone.
* A player on offense throws an illegal forward pass from or within his/her end-zone, or any situation
which leaves the offense in possession in their own end-zone.
A touchback is taken from the offensive’s team 10-yard line, unless moved by a penalty. A touchback
occurs when:
* The receiving team downs a punt that touches anything while the ball is on or behind the receiving
team’s goal line.
* The kicking team downs a punt that touches anything while the ball is on or behind the receiving
team’s goal line.
* The ball is out-of-bounds behind a goal line (except from an incomplete forward pass).
Warnings/Ejections/Spectators:
Any player committing any of the acts listed below (examples include but are not limited to) shall receive
a Warning. A Warning is a time for the player to cool off. Any player receiving a Warning must
sit out for one down. After the down is played, and with the Head Referee’s consent the player may
return to the field. Two Warnings in one (1) game will result in an Ejection from the current game as
well as the team’s next game.
Examples of Warnings include:
* Using words similar to the offensive’s audible or quarterback cadence prior to the snap in an attempt
to interfere with the offense.
* Intentionally kicking the ball, other than a punt.
* Participating while wearing illegal equipment.
* Spiking the ball.
* Attempting to influence a decision by an official (may result in Ejection).
* Disrespectfully addressing an official (may result in Ejection).
* Using profanity, taunting, insulting or vulgar language or gestures.
* Making contact of any nature deemed unnecessary (may result in Ejection).
* Stripping or attempting to strip the ball from a player in possession by punching, striking, or
stealing.
Any player committing any of the acts listed below (examples include but are not limited to) shall receive
an Ejection. Ejections count for the game in which the player which ejected from as well as the team’s
next scheduled game (MINIMUM). Two (2) Ejections during a season will result in the player being
disqualified for the entire season and the player may also be subject to future Auburn
Intramural Sports disqualifications.
Examples of Ejections include:
* Intentionally making contact with a game official.
* Fighting (may result in future Auburn Intramural Sports disqualifications).
* Leaving the team area (sideline) and entering the playing field during a fight.
* Contact to an opponent who is on the ground.
* Throwing a runner to the ground.
* Deliberately diving or running into an opposing player.
* Tackling a runner by grasping or encircling them with the hands or arms.
* Profanity directed at an official.
If a spectator receives a penalty, it is assessed to the team captain.
Special Rules:
Defensive players MUST make a definitive effort to avoid charging into a passer after it is clear the ball
has been thrown forward legally. No defensive player shall make contact with the passer who is standing
still or fading back as he/she is considered out of the play after the pass. The passer remains the passer
while the ball is in flight or until they move to participate in the play. Contacting the ball
while in the hand of the passer is also Roughing the Passer.
The Offensive Screen Block shall take place without contact. The screen blocker shall have his/her
hands and arms behind the back. Any use of the hands, arms, elbows, legs or body to initiate contact
during an offensive player’s screen block is illegal. A blocker must be on his/her feet before, during, and
after the screen. A player who screens shall not:
* Make contact when assuming position at the side or in front of a stationary opponent.
* Take a position close to moving opponent such that the opponent cannot avoid contact.
* After assuming the legal screening position, move unless the blocker moves in the same direction as the
opponent.
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. Examples include but are not limited to:
* Placing or swinging the hand or arm over flag belt.
* Placing the ball in possession over the flag belt.
* Lowering the shoulders in such a manner which places the arm over the flag belt.
The defensive player shall not hold, grasp, or obstruct the forward progress of a runner when in the act
of removing the flag belt.
A runner shall not charge into nor make contact with an opponent in their path. If a runner in progress has
established a straight path, he/she may not be crowded out of that path, but if a defensive player
legally established a straight path, the runner must avoid contact by changing direction.