Macalester Intramural Flag Football Rules

GENERAL INFORMATION

1. Teams will consist of six players. Teams may play with five players but less than five will result in a forfeit.

2. The winner of the coin-toss may choose to defend a goal, kick-off or receive. The team which loses the toss will have the choice at the start of the second half.

3. A game will consist of two 20 minute halves (running time). There will be stop time. There is no two minute warning; the clock will continue until stopped by an official time-out, incompletion, run out-of-bounds, turn-over, first down, penalty, or fumble. Each team will be allowed two time-outs per half. These must be called from the field. There is a 30 second time limit from the start of the huddle to the snap of the ball.

4. The field will be approximately 80 yards long with 10 yard end-zones. Each field will be marked into four 20 yard zones. A first-down is awarded when the offensive team advances into a new 20 yard zone. Four downs are allowed for the offensive team to advance to the next 20 yard zone.

5. Forfeits destroy the program! Any team that does not have 5 players present within 5 minutes after the scheduled game starting time will forfeit the game. See The Intramural-Recreational Sports Handbook for forfeit rules.

6. Teams are held responsible for knowing the rules and policies as set forth in the Intra-Recreational Sports Handbook. Copies are available in the IM office.

Fumbles - Any ball, including a bad snap from center, is immediately dead once it touches the ground. The ball will then be put into play from the spot where it touched the ground. A fumble by the offense in their end-zone is a safety. Ball is put into play again on the 20 yard line, by either a punt or a free kick by the team on offense at the time of the safety.

Passing - Forward passes may be made only from behind the line of scrimmage. All players are eligible to receive a pass. A legal catch is constituted by BALL CONTROL AND BOTH FEET IN BOUNDS.

Defensive Set - A minimum of two players are required on the line of scrimmage at all times except during a punt, when three players are required.

Offensive Set - There must be at least three players on the line of scrimmage at all times, including punts. One player may be in motion prior to the snap of the ball, but he/she must be moving either parallel or back from the line of scrimmage.

Kicking - A kick-off will begin each half and begins play following a touchdown. The ball shall be put in play by a place kick or drop kick from some spot on or behind the kicking team's restraining line (20 yd line). All players on the kicking team must be behind their restraining line.

On a kick-off, three players on the receiving team (no more or less) must be within 5 yards of their own restraining line until the ball is kicked. The restraining line of the receiving team shall be the yard line 20 yards beyond the kicking team's restraining line.

SCORING

Touchdown: 6 points

Safety: 2 points

P.A.T.: 1 point; attempted from 5 yards out.

2 points; attempted from 10 yards out.

 

PENALTIES

Five yard penalties:

1. Offsides by offense or defense.

2. Illegal motion by offense (backfield in motion).

3. Three players not on offense's line of scrimmage.

4. Two players not on offense's line of scrimmage.

5. Delay of Game - more than 30 seconds before putting the ball into play.

Clock is stopped.

6. More than two time-outs per half.

7. More than 6 or less than 5 players on the field.

8. 3 players not within 5 yards of restraining line on kick-off (receiving

team).

9. All players not behind restraining line on kick-off.

Ten yard penalties:

1. Pass interference by offense.

2. Offensive holding.

3. Defensive holding.

Fifteen yard penalties:

1. Clipping.

2. Tripping.

3. Fighting (+ ejection).

4. Dissent, trash talking and profanity.

5. Personal foul

Loss of ball penalties:

1. Unsportsmanlike conduct - 15 yard penalty and possible ejection from

game.

2. Unnecessary roughness - 10 yard penalty and first down.

3. If offensive team incurs above loss of ball penalties on 4th down, they

will also b penalized ten yards.

4. A loss of ball penalty will take precedence over all other penalties.

Automatic first-down from spot of infraction:

1. Defensive pass interference

Ejection:

It is the official's discretion to eject any player for whatever reasons. If a player is ejected he/she must leave the field immediately or their team forfeits. Violation of this rule may constitute the extradition of the team from any further play.

TIE GAMES- Remain ties except in the play-offs. In the case of play-offs, an overtime period will be played. Unless moved by penalty, each team will start 1st and goal from the opposition's 10 yard line. The object is to score a touchdown. An overtime period consists of one possession by each team. If the first team which is awarded the ball scores, the opponent will still have a chance to even the score again. If the defense intercepts teh pass or fumble and returns it for a touchdown, they win the game. If it is not returned for a touchdown, the ball will be placed at the opponent's 10 yard line to begin their series of four downs. Each team is entitled to one time-out per overtime period.

EQUIPMENT-

Jerseys: Players of opposing teams must wear contrasting colored jerseys, without pockets.

Shoes: One piece rubber or plastic molded cleat; soccer type shoes will be allowed. Other types of spiked shoes will NOT be permitted. No steel tipped cleats.

A player wearing illegal equipment shall not be permitted play. This applies to any equipment which, in the opinion of the Referee, is dangerous or confusing. Types of equipment or substances which shall always be declared illegal include:

A. Headgear containing any hard, unyielding, or stiff material, including billed hats.

B. Jewelry.

C. Pads or braces work above the waist.

D. Shoes with metal, ceramic, screw-in, or detachable cleats.

E. Shirts or jerseys which do not remain tucked in. Any hood on a coat, sweatshirt, or shirt which does not remain tucked in.

F. Pants or shorts with any belt(s), belt loop(s), pocket(s), or exposed draw strings.

G. Legs and knee braces made of hard, unyielding material, unless covered on both sides and all edges overlapped and any other hard substance is covered with at least 1/2 inch of closed cell slow recovery rubber or other material of similar thickness and physical properties.

H. Any slippery or sticky foreign substance on any equipment or exposed part of the body.

I. Equipment which includes computers or any electronic or mechanical devices for communication.

J. Towels attached at the player's waist (flag only).

Jersey.

Players of opposing teams must wear contrasting colored jerseys, without pockets.

A. Long enough so they remain tucked in the pants/shorts during the entire down or

B. Short enough so there is a minimum of 4 inches from the bottom of the jersey to the player's waistline. The Referee will used a closed fist to measure the distance between the waistline and the bottom of the jersey.

Article 2. Pants/shorts

Each player must wear pants or shorts without any belt, belt loop(s), pocket(s) or exposed drawstrings. The pants or shorts must be a different color than the flags.

Article 3. Flag Belt

Each player must wear a flag belt at the waistline with two flags attached, one flag on each side. The flags should be a minimum of 2 inches wide and 14 inches long. The flags must be of a contrasting color to their opponent's flag.

 

Kicking

In all punting/kicking situations, no movement is allowed by either team until the ball has been kicked. Rushing the punter is not permitted.

Recovery of a kick-off - No player on the kicking team shall touch the ball before it reaches the receiver's restraining line. Thereafter, all players of the kicking team become eligible to touch, recover, or catch the ball. However, no player of the kicking team may interfere with the receiving team's opportunity to catch the ball. A kick-off touched by a player of the kicking team, which then touches the ground, is dead at the spot where it touches the ground. If first touched before reaching the restraining line of the receiving team, it belongs to the receiving team. If first touched after reaching the receiving team's restraining line then the ball belongs to the kicking team. A kick-off touched by a player of the receiving team, which then touches the ground, is dead at the spot at which it touches the ground and belongs to the receiving team.

Kick-off caught or possessed - If a kick-off is caught or possessed by a player of the receiving team, the ball continues in play. If caught or recovered by the kicking team, the ball becomes dead.

Kick-off at rest - If a kick-off in bounds comes to rest and no player of either team attempts to secure it, the ball becomes dead and belongs to the receiving team at the dead ball spot.

Kick-off out-of-bounds untouched between the restraining lines - receiving team puts ball in play on the inbound spot on the line opposite the out-of-bound spot.

Kick-off out-of-bounds untouched beyond the restraining lines and between the goal lines - ball is put in play on the receiving team's restraining line.

Kick-off out-of-bounds touched between the goal lines - if touched by either team, goes out before touching the ground after being touched between the goal lines, ball belongs to receiving team at inbound spot on the line opposite the out-of-bounds spot.

Kick-off out-of-bounds behind goal line - It is a touchback; ball belongs to the team defending that goal at their 20 yard line.

Punts - Must be announced to the referee before ball is declared ready to play. No quick kicks.

EXTRA POINT ATTEMPTS

Since there are no uprights, only running/passing plays are allowed (see scoring).

BLOCKING

Screen blocking is legally obstructing an opponent without initiating contact with him/her with any part of the screen blocker's body.

Article 1. Offensive Screen Blocking

The offensive screen block shall take place without contact. The screen blocker shall have his/her hands and arms at his/her side or behind his/her back. Any use of the hands, arms, legs, elbows or body to initiate contact during an offensive player's screen block is illegal. A blocker may use his/her hand or arm to break a fall or to retain his/her balance. A player must be on his/her feet before, during and after screen blocking. Penalty: Personal Foul, 10 yards.

Article 2. Screen Blocking Fundamentals

A player who screens shall not:

A. Take a position closer than a normal step when behind a stationary opponent.

B. Make contact when assuming a position at the side or in front of a stationary opponent.

C. Take a position so close to a moving opponent that his/her opponent cannot avoid contact by stopping or changing direction. The speed of the player to be screen will determine where the screener may take his/her stationary position. This position will vary and may be 1 or 2 normal steps or strides from the opponent.

D. A defensive player intentionally pulling a flag from an offensive player without the ball is illegal. Penalty: Personal Foul 10 yards.

E. Tampering with the flag belt in any way to gain an advantage, including tying, using foreign materials, or other such acts, is illegal. Penalty: Unsportsmanlike Conduct, 10 yards from the previous spot and player disqualification. If by offensive team, loss of down. If by defensive team, automatic first down.

GUARDING THE FLAG

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. Flag guarding includes:

A. Swinging the hand or arm over the flag to prevent an opponent from deflagging.

B. Placing the ball in possession over the flag to prevent an opponent from deflagging.

C. Lowering the shoulders in such a manner which places the arm over the flag to prevent an opponent from deflagging.

Penalty: Flag Guarding, 10 yards.

The runner shall be prohibited from contacting an opponent with extended hand or arm. This includes the use of a "stiff arm" extended to ward off an opponent attempting to deflag. Penalty: Persona Foul, 10 yards.

Article 3. Helping the Runner

The runner shall not grasp a teammate or be grasped, pulled or pushed by a teammate. Penalty: Helping Runner, 5 yards

Article 4. Obstruction of Runner.

The defensive player shall not hold, grasp, or obstruct the forward progress of a runner when in the act of removing the flag or making a legal tag. Penalty: Personal Foul, 10 yards.

TIME - First 18 Minutes.

The clock will start when the ball is legally snapped or the kickoff is legally touched. It will run continuously for the first 18 minutes unless it is stopped for a:

A. Score (touchdown or safety) - starts when the kickoff is legally touched, other than first touching.

B. Team time-out - starts on the snap.

C. Referee's time-out - starts on the ready for play.

Last 2 Minutes.

During the final 2 minutes of each half the clock will stop for a:

A. Incomplete pass - starts on the snap.

B. Out-of-bounds - starts on the snap.

C. Score (touchdown or safety) - starts when the kickoff is legally touched.

D. Team time-out - starts on the snap.

E. First down - dependent on the previous play.

F. Fair catch or an awarded fair catch - starts on the snap.

G. Penalty and administration - dependent on the previous play. (Exception: Delay of game - starts on the snap).

H. Referee's time-out - starts at his/her discretion.

I. Touchback - starts on the snap.

J. Change of possession - dependent on the previous play.

K. Team attempting to conserve time illegally - starts on the ready.

L. Team attempting to consume time illegally - starts on the snap.

M. Inadvertent Whistle - starts on the ready.