• Facility

    Flag Football will be played at the Campus Recreation Complex.

    Equipment

    1. Participants must remove all jewelry prior to competing.
    2. Religious & medical alert bracelets/necklaces must be taped to the body for participation (Participant must meet with Coordinator of Intramural Sports before participating the first game).
    3. Jerseys must be long enough to remain tucked into pants or shorts.
    4. Pants or shorts without belt(s), belt loop(s), pocket(s), exposed drawstring or zippers.
    5. Sneakers/molded rubber cleats will be allowed. Metal/screw-in cleats are PROHIBITED.
    6. Protective gear is highly recommended (Mouth, crotch & pelvic protectors)
    7. No leg or knee braces made of hard, unyielding material is allowed.
    8. No helmets, pads or braces worn above the waist. No baseball caps, bandannas, or do-rags.

    Players and Game Timing

    1. Teams should consist of 7 players, minimum of 5 to start.
    2. Two 20-minute running halves with the clock stopping in the last 2 minutes of the second half.
    3. During the final 2 minutes the clock will begin on the snap or officials signal for a:
      • Incomplete legal / illegal pass, pass goes out-of-bounds or penalty
      • Team is awarded a new series after gaining a first down or a legal punt
      • First down or touchdown
      • Change of possession
      • Team attempting to consume or conserve illegally
      • Safety or touchback
      • Time-out, referee’s time-out or inadvertent whistle
    4. The offended team will have the option to start the game clock on the snap when it would have normally started on the ready in the final 2 minutes.
    5. The game will end when a team is 19 or more points ahead at the 2 minute warning in the second half or when a team is 35 or more points ahead anytime in the second half.
    6. One 30-second time-out per half. Time-outs do not carry over.
    7. Once the official whistles the ball ready for play, the offense will have 25 seconds to snap the ball.
    8. Overtime
      • Overtime will only occur in playoffs.
        • Shall be played towards the same goal line.
        • At the beginning of the overtime, a coin toss will determine the offense and defense.
        • Time-outs do not carry over from regulation game; each team is awarded 1 time-out.
        • Unless a penalty occurs, each team will start 1st & goal on the 10 yard line. Each team will have 4 downs to score. If a tie remains after one period, captains will alternate choices & series will continue until a winner is determined.
        • Teams can intercept a pass & return it for a touchdown, if team scores, team wins & the game has ended.

    Playing Regulations

    1. Start of the Game
      • The winner of a pre-game coin toss will have the options: offense, defense, direction, or defer the choice to the 2nd half.
      • The game will start from the scrimmage on a team’s own 14-yard line. There are no kickoffs.
    2. An offensive team shall have 4 consecutive downs to advance the ball to the next zone.
      • On the forth down, the team may punt or attempt to advance. If the offense wants to change their decision, they must call a time-out.
      • A captain may declare a punt on any down (Exceptions apply)
    3. Points After Touchdown (PAT)
      • After a touchdown, the offensive team has the opportunity for:
        • 1-Point Try = 3-yard line
        • 2-Point Try = 10-yard line
        • 3-Point Try = 20-yard line
    4. All players are eligible to touch or catch a pass.
    5. All players must be inbounds within 5-yard of the sideline & 15-yard of the play when the ball is snapped.
    6. The offense & defense scrimmage lines shall be 1-yard apart & separated by ball spotters (cones).
    7. One offensive player may be in motion but not in motion towards the opponent’s goal line at the snap. All other players must come to a stop & remain stationary for a full second until the ball is snapped.
    8. The player who receives the snap must be at least 2-yards behind the offensive scrimmage line.
    9. The snap must be in a backwards motion either between the legs or to the side of the snapper & the snap must be quick & in a continuous motion.
    10. All fumbles, muffs or backwards passes that hit the ground shall be dead on the spot. If the ball is intercepted during a fumble, muff or backwards pass it may be advanced.
    11. A backwards pass or fumble which goes out-of bounds between the goal lines belongs to the offensive team at the out-of bounds spot. If out-of-bounds behind a goal line, it is a touchback or safety.
    12. Only one forward pass can be thrown per down
      • Illegal forward pass = 5 yards from spot & loss of down
        • Passer’s foot is beyond the scrimmage line
        • Passer intentionally throws ball to the ground to save loss of yardage
        • Passer catches untouched forward or backward pass
        • If there is more than one forward pass per down
    13. Pass interference can only occur beyond offensive scrimmage line: after the ball is snapped, passed & touched: *New* Contact must be made.
      • Offensive pass interference = after the ball is snapped & until touched
        • 10 yards from previous spot, loss of down
      • Defensive pass interference = after the ball is thrown & until touched
        • 10 yards from previous spot, automatic first down
    14. A runner may pass the ball backwards (lateral) at anytime & a backwards pass or fumble in flight may be caught or intercepted by any player inbounds & advanced
    15. Runners shall not flag guard by using their hands, arms or the ball to deny opportunity of pulling or removing the flag belt such as but not limited to: *New* Contact must be made.
      • Flag Guarding = 10 yards
        • Placing or swinging the hand or arm over the flag belt
        • “Stiff arm” opponents
        • Placing the ball in possession over the flag belt
        • Lowering shoulder in such a manner which places the arm over the flag belt
    16. A runner may jump over an opponent to avoid contact but shall not hurdle a player
    17. A runner shall not charge into nor contact an opponent in their path, nor attempt to run between two opponents unless space provides a reasonable chance to proceed without contact
    18. An opponent shall not hold, grasp or obstruct the forward progress of a runner when in the act of removing the flag belt or making a legal tag

    Removing the Flag Belt

    1. Players must have possession of the ball before the can be legally deflagged by an opponent
    2. A runner who accidentally or inadvertently loses their flag belt shall be deflagged by one-hand touch between the shoulders & the knees by an opponent
    3. If a runner who purposely removes their flag belt to gain an advantage, the play shall continue with the option of the penalty or the play
      • Personal foul = 10 yards
    4. An opponent intentionally pulling a flag belt from an offensive player without the ball is illegal
      • Personal foul = 10 yards
    5. Tampering with the flag belt in any way to gain an advantage including tying, use foreign materials or other methods results in a personal foul & disqualification.

    Punts

    1. Quick kicks & fake punts are illegal
    2. There are no fair catches
    3. After a snap the ball must be kicked immediately in a continuous motion
    4. If a punt goes out-of-bounds between the goal lines or comes to rest inbounds untouched and no player attempts to secure it, the ball becomes dead & belongs to the receiving team at that spot
    5. The kicking team may not recover a punt by the kicking team
    6. If the ball is dropped or muffed by the receiving team the ball is dead on the spot
    7. After a punt, the ball may be blocked, if blocked to the ground it is dead at that spot
      • If the punt is blocked & then caught behind the scrimmage line the ball may be advanced

  • Facility

    Flag Football will be played at the Campus Recreation Complex.

    Equipment

    1. Participants must remove all jewelry prior to competing.
    2. Religious & medical alert bracelets/necklaces must be taped to the body for participation (Participant must meet with Coordinator of Intramural Sports before participating the first game).
    3. Jerseys must be long enough to remain tucked into pants or shorts.
    4. Pants or shorts without belt(s), belt loop(s), pocket(s), exposed drawstring or zippers.
    5. Sneakers/molded rubber cleats will be allowed. NO METAL/SCREW-IN CLEATS WILL BE ALLOWED.
    6. Protective gear is highly recommended (Mouth, crotch & pelvic protectors)
    7. No leg or knee braces made of hard, unyielding material is allowed.
    8. No helmets, pads or braces worn above the waist. No baseball caps, bandannas, or do-rags.

    Players and Game Timing

    1. Teams should consist of 4 players, minimum of 3 to start.
    2. Two 20-minute running halves with the clock stopping in the last 1 minute of each half.
    3. During the final 1 minute the clock will begin on the snap or officials signal for a:
      • Incomplete legal / illegal pass, pass goes out-of-bounds or penalty
      • Team is awarded a new series after gaining a first down or a legal punt
      • First down or touchdown
      • Change of possession
      • Team attempting to consume or conserve illegally
      • Safety or touchback
      • Time-out, referee’s time-out or inadvertent whistle
    4. The offended team will have the option to start the game clock on the snap when it would have normally started on the ready in the final 1 minute.
    5. The game will end when a team is 75 or more points ahead at the 1 minute warning in the second half or when a team is 33 or more points ahead anytime in the second half.
    6. One 30-second time-out per half. Time-outs do not carry over.
    7. Once the official whistles the ball ready for play, the offense will have 25 seconds to snap the ball.
    8. Overtime
      • Overtime will only occur in playoffs.
        • Shall be played towards the same goal line.
        • At the beginning of the overtime, a coin toss will determine the offense and defense.
        • Time-outs do not carry over from regulation game; each team is awarded 1 time-out.
        • Unless a penalty occurs, each team will start 1st & goal on the 10 yard line. Each team will have 3 downs to score. If a tie remains after one period, captains will alternate choices & series will continue until a winner is determined.
        • Teams can intercept a pass & return it for a touchdown, if team scores, team wins & the game has ended.

    Playing Regulations

    1. Start of the Game
      • The winner of a pre-game coin toss will have the options: offense, defense, direction, or defer the choice to the 2nd half.
      • The game will start from the scrimmage on a team’s own 5-yard line.
      • An offensive team shall have 3 consecutive downs to advance the ball to the next zone.
        • On the third down, the team must attempt to advance. If the offense fails to advance, the other team will start the ball at their 5 yard line.
    2. The offense & defense scrimmage lines shall be 7-yard apart & separated by ball spotters (cones).
      • In order to legally rush behind the line of scrimmage before it has been initially crossed, each rusher must be behind the 7-yard cone, during the play or at the snap.
      • If the person who initially receives the snap hands off or passes the ball in any direction, the 7-yard zone no longer applies during that play.
    3. The offensive team is permitted one (1) running play per possession.
      • However, the offensive team may have one additional rush for a maximum of two (2) if they accept a defensive penalty.
    4. Running plays are not permitted during a try.
    5. When an offensive team is at or inside the opponent’s 5-yard line (not including PATs), the defensive team may rush from behind a 1-yard neutral zone with an unlimited number of defensive players.
    6. One offensive player may be in motion but not in motion towards the opponent’s goal line at the snap. All other players must come to a stop & remain stationary for a full second until the ball is snapped.
    7. The player who receives the snap must be at least 2-yards behind the offensive scrimmage line.
    8. The snap must be in a backwards motion either between the legs or to the side of the snapper & the snap must be quick & in a continuous motion.
    9. All fumbles, muffs or backwards passes that hit the ground shall be dead on the spot. If the ball is intercepted during a fumble, muff or backwards pass it may be advanced.
    10. A backwards pass or fumble which goes out-of bounds between the goal lines belongs to the offensive team at the out-of bounds spot. If out-of-bounds behind a goal line, it is a touchback or safety.
    11. Only one forward pass can be thrown per down
      • Illegal forward pass = 3 yards from spot & loss of down
        • Passer’s foot is beyond the scrimmage line
        • Passer intentionally throws ball to the ground to save loss of yardage
        • Passer catches untouched forward or backward pass
        • If there is more than one forward pass per down
    12. Pass interference can only occur beyond offensive scrimmage line: after the ball is snapped, passed & touched: Contact must be made.
      • Offensive pass interference = after the ball is snapped & until touched
        • 5 yards from previous spot, loss of down
      • Defensive pass interference = after the ball is thrown & until touched
        • 5 yards from previous spot, automatic first down
    13. A runner may pass the ball backwards (lateral) at anytime & a backwards pass or fumble in flight may be caught or intercepted by any player inbounds & advanced
    14. Runners shall not flag guard by using their hands, arms or the ball to deny opportunity of pulling or removing the flag belt such as but not limited to: *New* Contact must be made.
      • Placing or swinging the hand or arm over the flag belt
      • “Stiff arm” opponents
      • Placing the ball in possession over the flag belt
      • Lowering shoulder in such a manner which places the arm over the flag belt
    15. A runner may jump over an opponent to avoid contact but shall not hurdle a player

    Enforced Penalties

    1. 3-Yard Penalties
      • Required equipment worn illegally
      • Illegal Procedure
      • Delay of Game
      • False Start
      • Illegal snap
      • Encroachment
      • Illegal Motion
      • Illegal Time-Out
      • Illegal Forward Pass
      • Help the Runner (runner shall not grasp a teammate or be grasped, pulled or pushed to gain yardage)
      • Intentional Grounding
    2. 5-Yard Penalties
      • Two or more consecutive encroachments during the same interval between downs
      • Fair Catch Interference
      • Illegally Secured Flag Belt and/or Metal Cleats
      • Illegal Contact
      • Illegal Batting
      • Roughing the Passer
      • Illegal Participation
      • Unnecessary Roughness
      • Personal Foul
      • Flag Guarding
      • Defensive Pass Interference
      • Offensive Pass Interference
      • Excessive Celebration