Rules for Intramural Sports
7-7 Flag Football
NIRSA Flag Football Rules will prevail with the following modifications
- Team
- Each team must have 7 players to start the game
- Each team will designate a captain. The captain’s first choice of any penalty option
shall be irrevocable.
- Officials:
- The officials have absolute control of the game. Their decisions will be final and are not to be disputed by any members of either teams. The officials and Intramural Supervisors will rule on all situations not specifically covered in this rule packet
- PLAYERS AND SUBSTITUTION
- Unlimited substitutions are permitted as long as it is done during a dead ball, in between plays, and there is no
delay of game.
- No substitute shall enter during a down.
- All players must be checked in prior to playing on the field.
- Equipment
- Players are prohibited from wearing the following: pads, or special protective devices. Tennis shoes, running sneakers, and turf shoes are permitted. No cleats will be permitted on the turf field. The legality of footwear is at the discretion of the Intramural Supervisor on duty.
- All players will wear the official flag belt with the flags attached in the proper locations.
Shirts or jerseys must be tucked under the flag belts as well as into the shorts/pants and in no way cover or
protect the flags.
- Flags must be of contrasting colors with vests/jerseys and shorts/pants. Example: gold jerseys will wear red flags, red jerseys will wear gold flags.
- Ball spotters: Two soft and pliable spotters (orange and gold rubber disks) will be used to mark the offensive and defensive scrimmage line. The ball spotters will always be one yard apart.
- Each player must wear pants or shorts without any belt(s), belt loop(s), pocket(s), exposed drawstrings, or holes. Tear away pants are illegal.
- Time
- Games will be two 15-minute halves. Half time will be three minutes.
- Games may be shortened if weather or other conditions interfere.
- The clock will continuously run throughout the game, except for the last two minutes of the second half and time-outs.
- A team is allotted two time-outs per half (30 seconds each). Time-outs do not carry over.
- If a team is 19 or more points ahead when the official announces the 2 minute warning for the second half or any point thereafter, the game shall be over.
- Scoring: (TOUCHDOWN = 6 points; SAFETY = 2 points; Try = 1, 2 or 3 points)
- When attempting a try for extra points, the offensive team must decide if they want to try for 1 point from the
3 yard line, 2 points from the 10 yard line, or 3 points from the 20 yard line. Any try intercepted and returned
by the defense shall be worth 3 points.
- The player scoring the touchdown must raise his/her arms so the nearest official can deflag
the player. If the player is not deflagged with one pull and the official determines the flag
belt has been secured illegally, the touchdown is disallowed. The player is disqualified.
(Penalty--Personal foul, 10 yards from the previous spot and loss of down).
- After a try, the ball shall be snapped by the opponent of the scoring team at their own
14 yard line, unless moved by a penalty.
- After a safety, the ball shall be snapped by the scoring team at their own 14 yard line, unless
moved by penalty.
- TIE GAME: In the case of a game ending in a tie score, the two field captains shall be brought together and a coin will be flipped to determine the option. The winner of the toss shall be given the option of offense, defense, or direction. Both teams will go in the same direction. Each team will be given four (4) downs from the same 10 yard line. The object will be to score a touchdown. If the first team scores a touchdown, the second team will still have four (4) downs to try to score. Extra points will also be attempted as normal. In addition, One time-out is allowed during each overtime series.
- If the defensive team intercepts the ball and returns it back for a touchdown, they win the game. If they do not
score, the ball will be theirs and placed on the 10 yard line, where they may attempt to win.
- If the game remains tied after this procedure, it will be repeated until the tie is broken. During regular season
pool play there will be no overtime.
- START OF THE GAME
- Start of each half will begin by placing the ball on the 14 yard line.
- The captain winning the coin 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) offense or defense b) which goal to defend. The captain, not having the first choice of options for a half, shall exercise the remaining options.
- SCRIMMAGE
- On offense, you must have at least 4 players on the line of scrimmage at the snap. The remaining players must be either on their scrimmage line or behind their backfield line. All players must be inbounds. (penalty-- 5 yards) All players are eligible to receive passes.
- To gain a first down, the ball must be advanced to or beyond the next zone line to gain, regardless of where the series originated (within 4 downs). Exception: In case a penalty moves the ball back into another 20 yard zone, the line to gain for a first down is from the original spot marked.
- The center(snapper) may not run with the ball, but is eligible for a pass. The player who receives the snap must be at least two yards behind the offensive scrimmage line.
Direct snaps are illegal. (penalty--illegal procedure, 5 yards)
- A receiver may receive a ball or a defensive player may intercept a pass even if his or her flag has accidentally dropped-off, and either may advance the ball. (See Rule K - Removing the flag belt)
- Motion: One offensive player may be in motion, but not in motion toward the opponent’s goal
line at the snap. Other offensive players must be stationary in their positions without
movement of the feet, hand, head, or arms. (Penalty--illegal procedure, 5 yards)
- The ball carrier must run to avoid defenders, not over them. The ball carrier may not
stiff-arm an opponent. The runner may, however, attempt to maneuver between or
around defenders when trapped along the sidelines.
- It is legal for a defensive player to dive when removing a flag belt. The games will be played on the turf field and therefore it is strongly recommended that players wear long pants
(with no pockets) and long sleeved shirts.
- Both lines may assume a two, three, or four point stance. The offensive linemen must be set for one full second before the snap.
- If the ball carrier or passer falls to the ground (any part of their body besides the hands/feet touching), he or
she is down at that spot, and may not resume play.
- After the ball is put into position by the official, the offense has 25 seconds to snap the ball.
- Any time on or after the ball is marked ready for play, each offensive player must momentarily be within 15 yards of the ball before the snap. (Penalty-- illegal procedure, 5 yards)
- BLOCKING
- The offensive screen block shall take place without contact. The screen blocker shall have their
hands and arms at their side or behind their 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 may
use their hand or arm to break a fall or to retain their balance. A player must be on their feet
before, during, and after screen blocking.
- Teammates of a runner or passer may interfere for them by screen blocking, but shall not use interlocked interference by grasping or encircling one another in any manner.
- Defensive player must go around the offensive player’s screen block. The arms and hands may not be used as a wedge to contact the opponent. The application of this rule depends
entirely on the judgment of the official.
- Penalty on illegal blocking plays (1, 2, 3)--Personal Foul, 10 yards.
- FORWARD PASS
- The ball may be passed forward only once per down behind the scrimmage line.
- It may be passed backward or laterally as many times as desired on any one play until the ball becomes dead.
- Forward passes are not permitted on punts or interceptions of forward passes.
- ROUGHING THE PASSER: Defensive player must make a definite effort to avoid charging into a passer after it is clear the ball has been thrown forward legally. No defensive player shall contact the passer who is standing still or fading back as he is considered out of play after the pass. Roughing the passer restrictions do not apply if the forward pass is thrown from beyond the scrimmage line (first ball spotter-orange) .
Penalty: Roughing the passer, 10 yards from previous spot, or from the end of the run (if
the pass is completed), automatic first down.
- One foot must be in-bounds when a catch is made and before the other foot touches out-of-bounds for a legal catch.
- A receiver who voluntarily steps out of bounds before or during his or her pass route loses eligibility for that
play. If a receiver is pushed out of bounds, s/he must come back in before making a play. In addition, a penalty
may be assessed or the pass completed, or both.
- FUMBLES
- If a player fumbles the ball, it is dead at the point it touches the ground.
- Touching the ball, whether controlled or not, with the ball hitting the ground, is
considered a fumble. Example: A dropped hike or a lateral.
- A ball fumbled into the air is called an `air fumble’ and may be intercepted and
advanced by any player.
- PUNT
- Prior to making the ball ready for play on fourth down, the official must ask the offensive team
captain if they want to punt. The official must communicate this decision to the defensive captain and the
other officials. The offensive captain may request a punt on any down. After such announcement, the ball
must be kicked. Once the offense has declared to punt the captain must call a time-out to change their option.
Quick kicks are illegal. (Penalty-- Illegal Kick, 10 yards).
- Neither kicking nor receiving team may advance beyond their respective scrimmage line until
the ball is kicked. (Penalty--Illegal Procedure, 5 yards from the previous spot).
- After receiving the snap, the kicker must kick the ball immediately and in a continuous motion.
(Penalty-- Illegal Procedure, 5 yards).
- REMOVING THE FLAG BELT
- When the flag belt is clearly taken from the runner in possession of the ball, the ball is
declared dead and the down shall end. A player who removes the flag belt from the runner
should immediately hold the flag belt above his head.
- If a flag belt inadvertently falls to the ground, a one-hand tag between the shoulders and knees constitutes capture.
- In an attempt to remove the flag belt from a runner, defensive players may contact the body
and shoulders, but not the face, neck or any part of the head of an opponent with their hands.
A defensive player may not hold, push, or knock the runner down in an attempt to remove the
flag belt.
- FLAG GUARDING (Penalty - Flag Guarding, 10 yards)
- 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:
- Swinging the hand or arm over the flag belt to prevent an opponent from deflagging.
- Placing the ball in possession over the flag belt to prevent an opponent from deflagging.
- Lowering the shoulders in such a manner which places the arm over the flag belt to prevent an opponent from deflagging.
- 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/tag.
- PENALTIES
- Pass Interference:
- By offense - ten(10) yards from the original line of scrimmage and loss of down.
- By defense - ten(10) yards from the original line of scrimmage, and automatic first down. Defensive
interference also includes pushing or shoving the receiver out of bounds while in route or intentionally removing
the flag belt before the catch while the ball is in flight.
- Five-yard Penalties:
- Offsides, Delay of Game, Illegal Procedures, Intentional Grounding, Illegal Pass, Intentional Forward
Fumble, failure to wear proper uniform. All of these penalties will be marked from the original line of scrimmage
except:
- Intentional Grounding- Point of infraction and loss of down.
- Intentional Forward Fumble - Point of infraction and loss of down.
- Intentional backward fumble/pass out of bounds- Point of infraction and loss of down.
- Ten-Yard Penalties:
- Illegal use of hands, forearms, or elbows, offensive or defensive holding, flag guarding, leaving the feet (foot) on a block, roughing the passer, stiff-arming, wedge blocking and or clipping. All of these penalties are marked from the basic spot of enforcement, according to the all-but-one principle.
- Gross unsportsmanlike conduct, intentional or flagrant foul: The person(s) charged with gross
unsportsmanlike conduct, intentional or flagrant foul may be removed from the game and
Intramural suspensions will be enacted. Any player receiving two unsportsmanlike conduct
penalties will be ejected immediately, and will be subject to Intramural disciplinary procedures.
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