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The NIRSA Flag Football Rules will govern play for any rules not mentioned in the following intramural rules.

Table of Contents

  1. The Game, Field, Players, and Equipment
  2. Periods, Time Factors, Substitutions
  3. Ball in Play, Dead Ball, Out-of-Bounds
  4. Series of Downs, Number of Down, Possession
  5. Kicking the Ball
  6. Snapping, Handing, and Passing the Ball
  7. Scoring Plays and Touchback
  8. Summary of Penalties
  9. Summary of Co-Rec Rules

I. The Game, Field, Players, and Equipment

1.General Provisions

  1. The Game: The game shall be played between two teams of seven players each. Five players are required to start the game. Teams can have up to 24 players on their roster.
  2. Eligibility: All players must have checked in with the supervisor and be recorded on the game sheet before they are allowed to participate.
  3. Persons Subject to the Rules: Team representatives, including players, substitutes, coaches, and spectators are subject to the rules of the game and shall be governed by decisions of officials assigned to the game.
  4. Referee’s Authority: The Referee has authority to rule promptly, and in the spirit of good sportsmanship, on any situation not specifically covered in the rules. The Referee’s decisions are final in all matters pertaining to the game.
  5. Game time is forfeit time!  If there are no players representing a team on-site by game time your team will forfeit.  At game time our officials will hold a captains meeting.  If you do not have enough players to play at this point, our staff will grant your team (5) minutes to field a team.  If you do not field a team after the (5) minutes granted, your team will forfeit the game.

2. The Field

  1. Field Layout: The field dimensions are 80 yards by 40 yards with 10-yard end zones. The playing field is divided into four 20-yard zones. Both 14 yd. lines shall be marked with an "X" on the hash mark.
  2. Inbounds/Out-of-Bounds: The lines bounding the sidelines and the end zones are out-of-bounds.

3. Game Equipment

  1. The Ball: The Intramural Sports Program will provide a game ball. Teams may use their own football. Men shall use the regular size while women shall use the men’s, intermediate, or junior size. The referee shall be the sole judge of any ball offered for play and may change the ball during play at his/her discretion. During the game each team must use a legal ball of its choice when in possession.

4. Player Equipment – Required

  1. Colored Shirts: Players are required to wear either a white or purple shirt. Shirt color is listed on each teams page on the website. Shirts must be either:
    1. Long enough so they remain tucked in the pants/shorts the entire down, or
    2. Short enough so there is a minimum of 4” from the bottom of the jersey to the player’s waistline.
  2. Flag Belt: The Referee must know that a player was not wearing a flag belt during the down in order to penalize a team.
  3. Shoes: All players must wear athletic shoes or cleats. Metal cleats will not be permitted.

5. Player Equipment – Illegal

  1. Illegal Equipment: A player wearing illegal equipment shall not be allowed to play. Types of equipment that shall be declared illegal include:
    1. Shoes with metal cleats.
    2. Jerseys that have been altered in any manner.

II. Periods, Time Factors, Substitutions

1. Start of Each Half

  1. Coin Toss: The captain winning the toss shall have the choice of options for the first half or shall defer his/her option to the second half. The options are:
    1. To choose whether his/her team will start on offense or defense.
    2. To choose the goal his/her team will defend.
  2. The captain not having the first choice of options for a half shall exercise the remaining option.

2. Game Time

  1. Playing Time and Intermissions: Playing time shall be 40 minutes, divided into two halves of 20 minutes each. The clock will run continuously for the first 38 minutes of play unless stopped for a charged time out, officials’ time out, or injury. Half-time will be three minutes.
  2. Play: Play at the beginning of each half will start at the offense’s 14-yard line.
  3. Extension of Periods: A half must be extended by an untimed down if during the last timed down, one of the following occurred:
    1. There was a penalty by either team and the penalty is accepted.
    2. If a touchdown was scored, the Try is attempted.
  4. If (i) or(ii), occurs during the untimed down, the period will be extended by the same rule.
  5. Last 2 Minutes: During the last two minutes of the second half, the clock will stop for a:
    1. Incomplete forward pass – starts on the snap.
    2. Out-of-bounds – starts on the snap.
    3. Safety – starts on the snap.
    4. Team time-out – starts on the snap.
    5. First down – depends on previous play.
    6. Touchdown – starts on next offensive snap (Point Tries are untimed)
    7. Penalty and administration – dependent on the previous play (except delay of game – starts on snap)
    8. Referee’s time out – starts at his/her discretion.
    9. Touchback – starts on the snap.
    10. Team attempting to conserve time illegally – starts on whistle.
    11. Team attempting to consume time illegally – starts on snap.

3. Tie Game

  1. Overtime: During the regular season, there will be one overtime period (if time allows). During playoffs, overtime will continue until a winner is determined.
  2. The Coin Toss: There will be only one coin flip during the overtime. ALL OVERTIME PERIODS ARE PLAYED TOWARD THE SAME GOAL LINE. The end zone used is at the discretion of the Intramural Staff and game officials.
  3. Tie Breaker: 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. If the defense intercepts a pass or fumble and returns it for a touchdown, they win the game. If they do not return the interception for a touchdown, the series is over. Each team is entitled to one time-out per overtime period.
  4. Overtime-Fouls and Penalties: The goal shall always be the zone line-to-gain in overtime.

4. Time Outs

  1. Charged Time-outs: Each team is entitled to two charged time-outs during each half.
  2. Length of Time-outs: A charged time-out requested by any player which is legally granted shall be one minute and can be shortened if both teams are ready.
  3. Injured Player: An injured or apparently injured player, who is discovered by an official while the ball is dead and the clock is stopped, shall be replaced for at least one down unless the halftime or overtime intermission occurs. A player who is bleeding, or has an open wound, or has blood on their uniform shall be considered injured.

5. Delays

  1. Illegally Conserving or Consuming Time: The Referee may order the game clock started or stopped whenever, in his/her opinion, either team is trying to conserve or consume time.

6. Substitutions

  1. Eligible Substitutions: No substitute shall 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.

III. Ball in Play, Dead Ball, Out-of-Bounds

1. Ball in Play – Dead Ball

  1. Ball Declared Dead: A live ball becomes dead and an official shall sound the whistle or declare it dead when:
    1. When the runner in possession of the ball goes out-of-bounds,
    2. When any part of the runner other than a hand or foot touches the ground.
    3. When a touchdown, touchback, safety, or successful Try is made.
    4. When a forward pass strikes the ground (incomplete pass).
    5. When a backward pass or fumble by a player strikes the ground (there are no fumbles in flag football). 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.
    6. When a runner has a flag belt removed legally by a defensive player. A flag belt is removed when the clip is detached by another player from the belt.
    7. 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.

2. Inadvertent Whistle

  1. Inadvertent Whistle-Clock: There is no time added to the clock during a down with an inadvertent whistle. If an inadvertant whistle occurs the offensive team has two options: They can take the play and the ball is dead at the spot when the whistle blew or they can replay the down.

IV. Series of Downs, Number of Down, Possession

1. Series

  1. Zone Line-to-Gain: 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.
  2. Awarding a new series: 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, touchback, pass interception, or turnover on downs.

2. Down and Possession After a Penalty

  1. Penalty Resulting in a First Down: After a penalty which leaves the ball in possession of a team beyond its zone line-to-gain, or when a penalty stipulates a first down, the down and distance established by that penalty shall be first down with the next line-to-gain.
  2. Foul Before Change of Possession: The down shall be repeated unless the penalty also involves a loss of down, or leaves the ball on or beyond the line-to-gain. If the penalty involves a loss of down, the down shall count as one of the four in that series.
  3. Rule Decisions Final: No rule decision (interpretation) may be changed or protested after the ball is next legally snapped.

V. Kicking the Ball

1. Punting: On fourth down the offensive team must declare if they are going for it or if they wish to punt. If they elect to punt, the ball will be placed on the opponnets 34 yard line if the offensive team is inside of their own 20 yard line. If they are outside of their own 20 yard line the ball will be placed on the opponents 14 yard line.

VI. Snapping, Handing, and Passing the Ball

1. The Scrimmage

  1. The Start: All plays must be started by a legal snap from a point on or between hash marks.
  2. Ball Responsibility: The offensive team is responsible for retrieving the ball after a down.

2. Prior to the snap

  1. Snap: The snapper, after assuming position for the snap and adjusting the ball, may neither move nor change the position of the ball in a manner simulating the beginning of play until the snap. When over the ball, the snapper shall have his/her feet behind the scrimmage line. The snapper shall pass the ball backwards from its position on the ground with a continuous motion.

3. Position and Action During the Snap

  1. Legal Position: Anytime on or after the ball is marked ready for play, each offensive player must be within 15 yards of the ball before the snap.
  2. Minimum Line Players: The offensive team must have at least four players on or within one yard of their scrimmage line (this can include receivers).
  3. Motion: One offensive player may be in motion, but not toward the opponent’s goal line at the snap. Other offensive players must be stationary in their positions without movement of the feet, body, head, or arms.
  4. No Direct Snap: The player receiving the snap must be at least two yards from the offensive line of scrimmage. The snap does not need to be between the center’s legs.
  5. Shift: All offensive players must come to a complete stop and remain still for one second prior to the snap.

4. Handing the Ball

  1. Anytime: Any player may hand or pitch/pass the ball backward at any time.

5. Backward Pass and Fumble

  1. Anytime: A runner may pass the ball backward or lose player possession by a fumble anytime.
  2. Caught or Intercepted: A backward pass or fumble in flight may be caught or intercepted and advanced by any player inbounds
  3. Ball Dead when It Hits the Ground: A backward pass or fumble, which touches the ground between the goal lines, is dead at the spot where it touches the ground or crosses the sideline.

6. Legal Forward Pass

  1. Legal Forward Pass: All players are eligible to touch or catch a pass. A forward pass may be thrown provided the passer’s feet are behind the offensive line of scrimmage when the ball leaves the passer’s hand. Only one 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.

7. Completed or Intercepted Passes

  1. Simultaneous Catch by Opposing Players: If a forward pass is caught simultaneously by member of opposing teams, the ball becomes dead at the spot of the catch and belongs to the offensive team.

VII. Scoring Plays and Touchback

1. Mercy Rule

  1. Two Minute Warning: If a team is 19 or more points ahead when the Referee announces the two-minute warning for the second half, the game shall be over.
  2. After the Two Minute Warning: If a team scores during the last two minutes of the second half causing a score difference of 19 or more points, the game shall be over.

2. Touchdown

  1. Player Responsibility: The player scoring the 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 to the left or right and the official determines the belt has been secured illegally, the touchdown is nullified and an unsportsmanlike penalty is called on the player.

3. Point(s) after Touchdown Tries

  1. One, Two, or Three Points: An opportunity to score one point from the three yard line, two points from the ten yard line, or three points from the twenty yard line by running or passing shall be granted to the team scoring a touchdown.
  2. Decision: Once the scoring captain makes the choice, the decision may only be changed when either team takes a charged time-out. A penalty does not allow for a change in point value, nor does awarded or lost yardage affect the point value. If the defense intercepts a pass or fumble on a Try and returns the ball for a touchdown, they receive three points.
  3. Penalties During a Try: If a double foul occurs, the Try will be replayed. If the offensive team is penalized on a successful try, the down will be repeated if the penalty is accepted. If the offensive team incurs a loss of down penalty, the Try will not be repeated.
  4. Subsequent Series: After the Try, the new offensive team shall snap the ball from their own 14-yard line unless moved by a penalty.

4. Momentum, Safety, and Touchback

  1. Safety = 2 points: A safety occurs when:
    1. A runner carries the ball from the field of play to or across his/her own goal line and the ball becomes dead
    2. A player passes, fumbles, snaps, muffs, or bats a loose ball from the field of play to or across his/her own goal line and the ball becomes dead behind their goal line
    3. A player on offense commits any penalty for which the penalty is accepted and measurement is from a spot in his/her end zone; or throws an illegal forward pass from within his/her end zone, or any situation, which leaves the offense in possession of the ball in his or her own end zone.
    4. After a safety, the scoring team shall snap the ball at their own 14-yard line, unless moved by a penalty.
  2. Touchback: A touchback occurs when:
    1. The ball is out-of-bounds behind a goal line (except from an incomplete forward pass)
    2. After a touchback, the ball shall be snapped from the nearest 14-yard line, unless moved by a penalty.

IX. Summary of Penalties

  1. Explanation of General Penalties

    1. Delay of Game (dead ball foul, 5 yards from the previous spot)
    The ball must be put in play properly and legally and any action or inaction by either team which tends to prevent this is illegal delay of game. This includes:
    A. Interrupting the 25 second count for any reason, except for a time-out allowed by the referee.
    B. Consuming more than 25 seconds in putting the ball in play after it is marked ready for play.

    2. Encroachment [Offisides] (dead ball foul, 5 yards from the previous spot)
    Following the ready-to-play whistle and prior to the snap, no player on defense may encroach, touch the ball, or contact an opponent in any way. It is encroachment for any player to break his/her scrimmage line plane (yellow disk [defense], orange disk [offense]). Players do NOT have the opportunity to jump across the line and "get back" onside. It is a foul as soon as the player initially enters the neutral zone.

    3. False Start (dead ball foul, 5 yards from the previous spot)
    No offensive player shall simulate a charge or start of a play.

    4. Illegal Formation (5 yards from the previous spot)
    When there are less than four (4) offensive players on the line of scrimmage at the snap, it is a live ball illegal procedure penalty. The player who receives the snap must be at least 2 yards behind the offensive scrimmage line.

    5. Illegal Batting (10 yards from the spot of the foul)
    Players shall not bat a loose ball other than a pass or fumble in flight. The defense cannot bat the ball out of an opponents hand.

    6. Illegal Motion and Shift (5 yards from the previous spot)
    Only one offense player may be in motion, but not in motion towards the opponent's goal line (or line of scrimmage), at the time of the snap. After a huddle, all offensive players must come to a stop and remain stationary for 1 second before an offensive player may go in motion. If two or more players shift/go in motion simultaneously prior to the snap, both must come to a stop and reset prior to the snap.

    7. Flag Guarding (10 yards from the spot of the foul & replay the down OR spot of the foul & loss of down)
    The ball carrier shall not protect his/her flags by blocking with his/her arms or hands in order to deny the opponents the opportunity to remove them. This includes the quarterback/passer in possession of the ball. Note: Stiff arming is flag guarding. Running while holding the ball at hip-level, intentionally or unintentionally, may also be considered flag guarding. Lowering the shoulder can also be flag guarding.

    8 . Illegally Deflaging an Opponent (Personal foul, 10 yards)
    An offensive player must have possession of the ball before they can be legally deflagged. Pulling or removing a flag belt from an offensive player without the ball is illegal. If the player is an eligible receiver, the violation may be considered pass interference.

    9 . Illegal Contact by the Ball Carrier (Personal foul, 10 yards from the spot of the foul)
    The ball carrier must run to avoid tacklers. Deliberate charging of an opponent is against the rules. Officials will use the same judgment on charging and blocking by offensive and defensive players as in basketball. "Brushing contact" and unavoidable contact is not willful "charging." The ball carrier may spin or jump around defenders to avoid deflagging; however, the ball carrier must remain in control of his/her body during such moves. If the foul is intentional or unsportsmanlike, then 10 more yards will be added to the penalty and the player will be disqualified.

    10 . Holding (10 yards from the end of the run [defense], 10 yards from the spot of the foul [offense])
    Holding is grasping or encircling an opponent with the hand or arm in any way that impedes his/her movement. A defensive player may not hold, push, or knock the ball carrier down in an attempt to remove the flag. Similarly, an offensive player may not hold an opponent to prevent a deflagging.

    11. Tripping (10 yards from the end of the run)
    Tripping is using the lower leg or foot to obstruct an opponent (including the ball carrier) below the knees.
    PENALTY: 10 yards from the end of the run.

    12. Illegal Contact by the Defense & Tackling (10 yards from the end of the run)
    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 defensive player. A runner shall not be thrown to the ground. There shall be no contact with an opponent who is on the ground. If a defensive player tackles the ball carrier, who in the opinion of the referee, would have scored except for being tackled, a touchdown shall be awarded. Deliberate tackles will result in disqualification.  Defenders cannot "jam" receivers or other offensive players when the ball has been snapped.

    13. Roughing the Passer (10 yards from previous spot, if incomplete pass thrown; 10 yards from end of run following completed pass & automatic first down)
    Defensive players must make a definite effort to avoid charging into a passer. Contact with the passer shall be avoided except in cases where the defensive player is attempting to deflag the passer. Excessive contact is not permitted at any time. Contact with a thrown ball (hitting the ball then the passer in the same motion) does NOT affect this rule and roughing the passer may still be called.

    14. Illegal Forward Pass & Intentional Grounding (5 yards from the spot of the foul and loss of down)
    A pass thrown in violation of the legal pass guidelines listed above is considered illegal. A pass that is intentionally thrown to the ground or out of bounds to avoid a loss of yardage is also illegal.

    15. Offensive Pass Interference (10 yards from the previous spot & loss of down)
    Pass interference occurs when a player contacts another eligible receiver who is beyond the line of scrimmage. Restrictions exist for the offense from the time that the ball is snapped until it has been touched by a receiver.

    16. Defensive Pass Interference (10 yards from the previous spot & automatic first down)
    Restrictions exist for the defense from the time the pass is thrown until it has been touched by a receiver. Face guarding with no intent to catch, intercept, or bat the ball is also considered pass interference. Note: Contact or interference by the defense prior to when the pass is thrown is still considered illegal and will be penalized as a personal foul.

    17. Other Personal Fouls (10 yards from the end of the run [defense], 10 yards from the spot of the foul [offense])
    Any act prohibited hereunder or any other act of unnecessary roughness is a personal foul.
    A. No player shall punch, strike, strip, steal, or attempt to steal the ball from the player who has possession.
    B. There shall be no tripping or clipping.
    C. There shall be no hurdling. Hurdling shall be interpreted as an attempt by the runner to jump with both feet or knees foremost over a player or between player. (You can jump or spin away from players to avoid having your flag pulled.)

    18. Unsportsmanlike Conduct (all enforced from dead ball spot, 10 yards)
    No player shall commit unsportsmanlike acts during play or intermission including:
    A. Using words similar to offensive audibles or quarterback cadence prior to the snap in an effort to interfere with the offense's signals or movements.
    B. Intentionally kicking the ball (other than a punt)
    C. Intentionally kicking an opponent or swinging an arm, hand or fist at any opposing player or official.
    D. Disrespectfully addressing an official or indicating objections to an official's decision.
    E. Using profanity, taunting, insulting or vulgar language or gestures.
    F. Fighting or leaving the sidelines and entering an alternation.
    Two unsportsmanlike fouls by the same player or nonplayer results in disqualification. A player or nonplayer can be disqualified following the first unsportsmanlike foul.

X. Summary of Co-Rec Rules

  1. The Game: The game shall be played between two teams of eight players, four men and four women. Teams with seven players shall be four men and three women or four women and three men. Six players, three men and three women are required to start the game and avoid a forfeit. Teams can also play with five women and three men if they do not have four men to start a game. Teams can also play with five women and three men at any other point in the game as well.
  2. The Ball: A regular, intermediate, or junior size ball may be used.
  3. Minimum Line Players: The offensive team must have at least five players on their line of scrimmage at the snap.
  4. Male Runner: An offensive male runner cannot advance the ball across the line of scrimmage.
  5. Illegal Forward Pass.: If an official erroneously indicates the "open/closed" status of a down, the play is nullified and the down will be repeated.
  6. Male to Male Completion: During the offensive team’s possession there may not be two consecutive legal forward pass completions from a male passer to a male receiver. This rule applies to the Point After Touchdown Try. If a male passer completes a legal forward pass to a male receiver, the next legal forward pass must involve a female passer or female receiver for positive yardage. Any penalty, whether accepted or declined shall have no effect on whether the next forward pass completion is “open” or “closed.”
  7. Illegal Forward Pass: If a female passer completes a forward pass to a male receiver behind the line of scrimmage, and he runs across that line, it is an illegal forward pass.
  8. Mercy Rule: If a team is ahead by 19 points or more at the two minute warning, the game is complete.
  9. Mercy Rule: If a team becomes ahead by 19 or more points within the last two minutes of the second half, the game is complete.

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