Intramural Sports

7-on-7 Flag Football Rules

Governance


National Intramural Recreational Sports Association (NIRSA) Rules will govern this activity.
 

 



General Eligibility


  1. Participation is limited to currently enrolled students and members of the faculty and staff of the University of North Florida. All areas of eligibility are covered in the Intramural handbook which are available online and through the Campus Recreation Office.
  2. In order to participate in an Intramural contest each player must present their validated Osprey1 Card. NO ID, NO PLAY. NO EXCEPTIONS!!!
  3. Game time is forfeit time. 1 forfeit will result in a team being ineligible for the playoffs. A second forfeit will result in the team being dropped from the league.
  4. All participants must register with IMLeagues to play any sport. Instructions on how to register is located on the Intramural Sports website. Captains must have the minimum number of players needed to play Flag Football before they are allowed to sign up for a time slot.
  5. Adding Players – Players must be added on their team’s roster using IMLeagues (players must register first, then request to join a team, or team captains can send invitations to players to join their team) prior to participating in an Intramural contest. Players can be added at the field/court. Players may be added up through the playoffs, provided there are roster spots available.


Team Composition


  1. Roster limit is 14 players for the men's and women's division and 16 players for CoRec. Suspended players may not be replaced. Roster additions can be made on the field before a game, provided that player has not already played for another mens/womens team. If a player signs up and plays for another team after he/she has already played for their original team, the second team the player plays for will receive a forfeit and be ineligible for the playoffs.
  2. Five (5) players are required to avoid a forfeit (6 players in CoRec). No member of the forfeited team will be eligible to play on any other team. A forfeit will count if no one shows up for the game. If a team does not have the required number of players, but makes an effort to show up, then they will receive a loss and a 2.5 sportsmanship rating and remain eligible for the playoffs.
  3. Substitutes and spectators must remain between the 20's in the team box area.


The Game, Field, Players and Equipment


  1. The game shall be played between two (2) teams of seven (7) players each. Five (5) players are required to avoid a forfeit. The co-rec game shall be played between two (2) teams of eight (8) players, four (4) men and four (4) women. Teams with seven (7) players shall be four (4) men and three (3) women or four (4) women and three (3) men. Six (6) players, three (3) men and three (3) women, four (4) women and two (2) men or four (4) men and two (2) women are required to avoid a forfeit. 
  2. The game shall be played under the supervision of 3 officials. The officials are: referee, line judge, and back judge. Each coach shall designate to the referee the team captain or captains. If more than one player is designated, a speaking captain must be selected to make all decisions. The captain's first choice of any penalty option shall be irrevocable; decisions involving penalties shall be made before any charged time-out is granted to either team. Team representatives, including players, substitutes, replaced players, coaches, trainers, spectators, and other persons affiliated with the team are subject to the rules of the game, and shall be governed by decisions of officials assigned to the game.
  3. The lines bounding the sidelines and the end zones are out-of-bounds in their entirety, and the inbounds area is bound by the lines. The entire width of each goal shall be a part of the end zone.
  4. On one (1) side of the field a team area is designated for the teams, coaches, and authorized team attendants. This team area shall be located two (2) yards from the sideline and between the 20-yard lines.
  5. Two (2) ball spotters (rubber disks) are required;
    • One will mark team (A) (offensive team) scrimmage line.
    • The second will mark the defensive scrimmage line. The ball spotters will always be one yard apart.
     
  6. The ball specifications: The official ball shall be pebble-grained leather or rubber covered and shall meet the recommendations of size and shape for a regulation football. Men shall use the regular size while women shall use the intermediate, junior, or youth size.
  7. The regular, intermediate, junior, or youth size football shall be used for CoRec games. 
  8. 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.
  9. Player equipment required: Players of opposing teams must wear contrasting colored jerseys. Jerseys must be either:
    • Long enough so they remain tucked in the pants/shorts during the entire game or
    • Short enough so there is a minimum of 4” from the bottom of the jersey to the players waistline.
    • The referee will use a closed fist to measure the distance between the waistline and the bottom of the jersey.
    • Jerseys cannot have any exposed knots in them.
     
  10. ***Each player must wear pants or shorts without any belt, belt loops, pockets, or exposed drawstrings*** 
  11. Each player must wear a one-piece belt at the waistline with three flags permanently attached, one flag on each side and one in the center of the back. The flags must be of a contrasting color to their opponent's flags. (Flags provided by UNF Intramural Sports are the only flags allowed to be worn during UNF Intramural flag football games).
  12. Each player must wear shoes. They must be made of soft, pliable upper material (canvas, leather or synthetic), which covers the foot attached to a composition bottom, which may have cleats or be cleat less.
  13. Player equipment optional:
    • Players may use an ace bandage no more than two (2) turns thick in any given area. It can be anchored at each end by tape not to exceed two (2) turns.
    • Players may wear gloves, which must consist of a soft, pliable and non-abrasive material.
    • Players may wear a knit or stocking cap. The cap may have no bill. 
    • Players may wear a headband no wider than 2 inches and made of non-abrasive unadorned single-colored cloth, elastic, fiber, soft leather or rubber. Rubber or cloth elastic bands may be used to control hair.
    • Players may wear soft, pliable basketball or wrestling kneepads on the leg, knee and/or ankle.
    • It is strongly recommended that all players wear a mouthpiece.
     
  14. Player equipment illegal: A player wearing illegal equipment shall not be permitted to 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:
    • Headgear containing any hard, unyielding, or stiff material, including billed hats, or items containing exposed knots.
    • Jewelry
    • Pads or braces worn above the waist.
    • Shoes with metal, ceramic, screw-in, or detachable cleats. EXCEPTION: Screw-in cleats are allowed if the screw is part of the cleat.
    • Shirts or jerseys, which do not remain tucked in. Any hood on a coat, sweatshirt, or shirt, which does not remain tucked in. Tear-away jerseys or jerseys that have been altered in any manner, which produces a knot-like protrusion or creates a tear-away jersey.
    • Pants or shirts with belt loops, pockets, or exposed drawstring.
    • Leg 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.
    • Any slippery or sticky foreign substance on any equipment or exposed part of the body.
    • Equipment, which includes computers or any electronic or mechanical devices for communication.
    • Towels attached at the player's waist.  
     
  15. When any required player equipment is missing or when illegal equipment is found on an incoming substitute or player, correction must be made before participation. An official's time-out shall be declared to permit prompt repair of equipment, which becomes illegal or defective through use.


Definition of Playing Terms


  1. Live Ball: A live ball is a ball in play and a dead ball is a ball not in play. A pass or fumble, which has not yet touched the ground, is a live ball in flight and therefore can be caught and advanced by either team.
  2. Loose Ball: A loose ball is a live ball not in player possession during, i.e., any punt, pass or fumble.
  3. When the ball is ready for play: A dead ball is ready for play when the referee:
    • If the clock is running, sounds the whistle and signals "Ready for play".
    • If the clock is stopped, sounds the whistle and signals either "Start the clock" or "Ball ready for play".
     
  4. In possession: "Possession" is an abbreviation meaning " in possession of a live ball". A player is in possession of a live ball when he/she is holding or controlling the ball. A team is in possession:
    • When one of its players is in possession.
    • While a punt is being attempted.
    • While a forward pass thrown by one of its players is in flight.
    • When it was last in possession during a loose ball.
     
  5. Batting: Batting is intentionally striking or slapping the ball with the hand or arm.
  6. Fumble: A fumble is a loss of player possession other than by handing, passing, or kicking the ball.
  7. Muff: A muff is an unsuccessful attempt to catch a ball, the ball being touched in the attempt.
  8. Touching: Touching refers to any contact with the ball.
  9. Catch: A catch is an act of establishing player possession of a live ball in flight, and first contacting the ground inbounds or being contacted by an opponent in such a way that he/she is prevented from returning to the ground inbounds while maintaining possession of the ball.
    • If one (1) foot first lands inbounds and the receiver has possession and control of the ball, it is a catch or interception even though a subsequent step or fall takes the receiver out-of-bounds.
    • A catch by any kneeling or prone inbounds player is a completion or interception.
    • A loss of ball simultaneously with returning to the ground is not a catch or interception. NOTE: If in doubt, it is a catch.
     
  10. Simultaneous Catch or Recovery: A simultaneous catch or recovery is a catch or recovery in which there is joint possession of a live ball by opposing players inbounds.
  11. Clipping: Clipping is running or diving into the back, or throwing or dropping the body across the back of the leg or legs of an opponent in the back.
  12. Down and between downs: A down is a unit of the game, which starts, after the ball is ready for play, with a snap or free kick and ends when the ball next becomes dead. Between downs is the interval during which the ball is dead.
  13. Encroachment: Encroachment is a term to indicate a player is illegally in the neutral zone. An entering substitute is not considered to be a player for encroachment restrictions until he/she is on his/her team's side of the neutral zone.
  14. Fighting: Fighting is an attempt by a player or nonplayer to strike or engage an opponent in a combative manner unrelated to football. Such acts include, but are not limited to: an attempt to strike an opponent(s) with the arm(s), hand(s), leg(s), or foot (feet), whether or not there is contact.
  15. Foul: A foul is a rule infraction for which a penalty is prescribed. NOTE: If in doubt, it is not a foul.
  16. Goal Lines: Each goal line is a vertical plane separating the end zone from the field of play. The plane of the goal line extends beyond the sideline.
  17. Handing the ball: Handing the ball is transferring player possession from one teammate to another without throwing or kicking it.
  18. Huddle: A huddle is two (2) or more offensive players grouped together after the ball is ready for play and before assuming scrimmage formation prior to the snap.
  19. Hurdling: Hurdling is an attempt by a player to jump with one or both feet or knees foremost over a player who is on his/her feet.
  20. Kicks:
    • Kicker: The kicker is any player who punts. The kicker is a runner until he/she actually kicks the ball. Players of his/her team are known as kickers and any opponent is a receiver.
    • Legal and Illegal Kicks: A legal kick is a punt by a player of the team in possession when such a kick is permitted by rule. Kicking the ball in any other manner is illegal. Any kick continues to be a kick until it is caught by a player or becomes dead.
    • Punt: A punt is kicking the ball by the player who drops it and kicks it before it strikes the ground.
     
  21. Loss of Down: "Loss of a down" is an abbreviation meaning: "loss of the right to repeat the down".
  22. Neutral Zone: The neutral zone is from the forward point of the football one yard to the team (B) scrimmage line and extended to each sideline. It is established when the ball is ready for play.
  23. Passer: The passer is the player who has thrown a legal forward pass. He/she remains the passer while the ball is in flight or until he/she moves to participate in the play.
  24. Passing: Passing the ball is throwing it. In a pass, the ball travels in flight. A pass continues to be a pass until caught, intercepted, or the ball becomes dead. The initial direction determines whether a pass is forward or backward.
  25. Forward and Backward Pass: A forward pass is a live ball thrown towards the opponent's end line. A backward pass is a live ball thrown toward or parallel to the passer's end line. A pass continues to be a pass until it is caught or strikes the ground. A backward pass that hits the ground is ruled the same as a fumble. It will be dead at the spot where it strikes the ground.
  26. Penalty: A penalty is a loss imposed by rule upon a team, which has committed a foul.
  27. Removing the flag belt:
    • Flag Belt Removal: When the flag is clearly taken from the runner in possession of the ball the down shall end and the ball is declared dead. A player who removes the flag belt from the runner should immediately hold the flag belt above his/her head to assist the official in locating the spot where the capture occurred. If a flag belt inadvertently falls to the ground, a one (1) hand tag between the shoulders and knees constitutes capture. A player, who removes the flag, may leave his/her feet.
    • Contact: 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 in an attempt to remove the flag belt.
     
  28. Screen Blocking: Screen blocking is legally obstructing an opponent without initiating contact with him/her with any part of the screen blocker's body.
  29. Scrimmage: A scrimmage is the interplay of two teams during a down in which play begins with a snap and ends when the ball next becomes dead.
  30. Scrimmage Line: The scrimmage line for team (A) is the yard line and its vertical plane, which passes through the forward point of the ball. The scrimmage line for team (B) is the yard line and its vertical plane, which passes one (1) yard from the point of the ball nearest its own goal line. Team (B)'s scrimmage line may extend into their end zone. A team (A) player is on his/her scrimmage line when facing his/her opponent's goal line with the line of his/her shoulders approximately parallel thereto and with his/her head or foot breaking the plane of the imaginary line drawn through the waistline of the snapper and parallel to the scrimmage line. The snapper is a line player.
  31. Backfield Line: To be legally in the backfield a team (A) player's head must not break the plane of the line drawn through the waistline of the nearest team (A) player, except the snapper, on the scrimmage line.
  32. Shift: A shift is the action of one or more offensive players who, after a huddle or after taking set positions, move to new set position before the ensuing snap.
  33. Tagging: Tagging is placing one hand anywhere between the shoulders and knees of an opponent with ball. The tagger may leave his/her feet to make the tag. Pushing, striking, slapping, and holding are not permitted. If the player trips the runner in his/her attempt to make a diving tag, it is a penalty.
  34. Team and Player Designations:
    • Disqualified Player: The disqualified player is one who becomes ineligible from further participation in the game. NOTE: A player or coach who is disqualified shall leave the playing are within one (1) minute. Failure to do so will result in forfeiture of the game by their team. The disqualified player or coach must meet with the Intramural Coordinator before they are eligible to participate in that activity again. The penalty for a disqualification is a minimum one game suspension. Failure to meet the above requirements will result in their team being disqualified from that activity for the remainder of that activity's season.
    • Line Player and Backfield Player: A line player is any person on his/her scrimmage line when the ball is snapped; a backfield player is any person who is legally behind that line when the ball is snapped.
    • Offensive and Defensive Team: The offensive team is the team in possession, or the team to which the ball belongs. The defensive team is the opposing team.
    • Player: The player is any one of the participants in the game at any particular time.
    • Runner: The runner is the player in possession of a live ball or simulating possession of a live ball. Once a player catches or intercepts a pass, he/she becomes a runner.
    • Snapper: The snapper is the player who snaps the ball.
    • Substitute: The substitute is a replacement for a player or a player vacancy.
     


Periods, Time Factors and Substitutions


  1. The start of each period: Before the start of the game the referee shall toss a coin in the presence of the opposing field captains, after first designating which captain shall call the fall of the coin. All officials shall be present at the coin toss.
  2. The captain winning the toss shall have choice of options for the first half or shall defer their option to the second half. The options for each half shall be:
    • To choose whether his/her team will start on offense or defense.
    • To choose the goal his/her team will defend. The captain, not having the first choice of options for a half, shall exercise the remaining option.
     
  3. Forfeit time:  Game time is forefeit time.
    Game time: Playing time and intermissions: Playing time shall be 40 minutes, divided into two (2) halves of 20 minutes each. The intermission between the halves shall be five (5) minutes. When overtime is used, there will be a three-minute intermission.
  4. Extension of periods: A half must be extended by an untimed down, except for unsportsmanlike or nonplayer fouls, if during the last timed down, one of the following occurred:
    • There was a foul by either team and the penalty is accepted unless the penalty is a loss of down penalty.
    • There was a double foul.
    • There was an inadvertent whistle.
    • If a touchdown was scored, the try-for-point is attempted unless the touchdown is scored during the last down of the 2nd half and the point(s) would not affect the outcome of the game.
     
  5. If (1), (2), or (3) occurs during the untimed down, the procedure is repeated. Apply the “extension of periods” rule prior to enforcing the mercy rule.
  6. First half and first 18 minutes of the 2nd half: The clock will start on the snap. It will run continuously for the first half entirely and the first 18 minutes of the second half unless it is stopped for a:
    • a) Team time-out - starts on the snap.
    • b) Referee's time-out - starts on ready for play.
     
  7. Two minute warning: Approximately two (2) minutes before the end of the second half the referee shall stop the clock and inform both captains of the playing time remaining. The clock starts on the snap. The back judge will announce to the captains the remaining time and status of the clock whenever it is stopped or when requested during the final two (2) minutes.
  8. Last two (2) minutes: During the final two (2) minutes of each half the clock will stop for a:
    • 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 - dependent on the previous play.
    • Touchdown - starts on the snap (after the try-for-point).
    • Penalty and administration - dependent on the previous play. Exception: Delay of Game-starts on the snap.
    • Referee's time-out - starts at his/her discretion.
    • Touchback - starts on the snap.
    • Team (A) is awarded a new series - dependent on the previous play.
    • Team (B) is awarded a new series - starts on the snap.
    • Either team is awarded a new series following a legal kick - starts on the snap.
    • Team attempting to conserve time illegally - starts on the ready.
    • Team attempting to consume time illegally - starts on the snap.
    • Inadvertent whistle - starts on the ready.
     
  9. Correct timing errors: The referee shall have authority to correct obvious timing errors if discovery is prior to the second live ball following the error unless the half has officially ended.
  10. Ending a half:
    • No foul has occurred.
    • No obvious timing error has occurred.
    • No request for a coach-referee conference has occurred.
    • No other irregularity has occurred.
     
  11. Tie Game
    • Pre-toss: In a case of a game ending in a tie score, the official's must bring all players and coaches of both teams to the center of the field. They will discuss the tiebreaker procedures and answer all questions prior to the coin toss. After this meeting the field captains will stay while the remaining players and coaches return to their respective sidelines.
    • Coin Toss: A coin will be flipped by the referee to determine the options as in the start of the game. The visiting team captain shall call the toss. There will be only one coin flip during the overtime. If additional overtime periods are played, field captains will alternate choices. The winner of the toss shall be given options of offense, defense, or direction. The loser of the toss shall make a choice of the remaining options.
    • Tie Breaker: All overtime periods are played toward the same goal line. Unless moved by penalty, each team will start 1st and goal from the team (B) 10-yard line. The object will be to score a touchdown. An overtime period consists of a series of 4 downs by each team. If the score is still tied after one period, they go to a second period or as many as needed to determine a winner. If the first team which is awarded the ball scores, the opponent will still have a chance to win the game. Unless moved by penalty, they will start 1st and goal from the team (B) 10-yard line. Try-for-points will be attempted and scored just like in regulation, however after two (2) overtime periods, teams must go for 2 or 3 points. If the defense intercepts the ball the ball is declared dead and that series is over. Each team is entitled to one (1) time-out per overtime period.
    • Fouls and Penalties: They are administered similar to the regular game. Team (A) shall be awarded a new series of four (4) downs when an automatic first down foul is accepted. Dead ball fouls following a touchdown is penalized on the try-for-point. Dead ball fouls following a successful try-for-point will be penalized from the succeeding spot, the team (B) 10 yard line, if accepted.
     
  12. Time Outs: The referee shall declare a time-out when he/she suspends play for any reason. Each time-out shall be charged either to the referee or one of the teams.
  13. Referee's time-out: The referee shall declare an official's time-out whenever a touchdown, or safety is made when an excess time-out is allowed or when the game clock is stopped to complete a penalty.
  14. Charged time-outs: Each team is entitled to two (2) charged time-outs during each half. Successive charged timeouts may be granted each team during a dead ball period. If the ball is dead and a team has not exhausted it's charged time-outs, the referee shall allow a time-out and charge that team or complete a coach-referee conference.
  15. Length of time-outs: A charged time-out requested by any player shall not exceed one (1) minute. Other time-outs may be longer only if the referee deems it necessary to remove an injured player.
  16. Coach-Referee Conference: When a team requests a charged time-out for a rule interpretation, the referee will confer with the team captain or coach. The request must be made prior to the time the ball becomes alive following the play to be reviewed unless the period has officially ended. If the referee changes his/her ruling, it is an official's time-out. If the ruling is not changed, it is a charged time-out to the team. If the team has used its two (2) timeouts, a delay of game penalty will be assessed.
  17. Notification: The referee shall notify both teams 5 seconds before a charged time-out expires. The team then has 25 seconds to put the ball in play. When 2 time-outs have been charged to a team in a half, the referee shall notify the field captain both head coaches.
  18. Authorized Conferences: There are two types of authorized conferences permitted during charged time-outs, television/radio time-outs, and following a score or try and prior to the succeeding free kick:
    • One or more players and one or more coaches may meet directly in front of the team box within 5 yards of the sideline.
    • One coach may enter the field at his/her team's huddle on the inbounds hash mark to confer with his/her players
     
  19. 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 1 down unless the half-time or overtime intermission occurs. A player who is bleeding, or has an open wound, or has an excessive amount of blood on the uniform shall be considered an injured player. EXCEPTION: In UNF Intramural play, if the team of the injured party has only 7 players, then the injured player is not required to sit out the one play as long as that player is deemed fit to continue without causing more injury or harm to himself/herself by continuing to play.
  20. ALL PLAYERS THAT RECEIVE ANY INJURY TO THE HEAD AND/OR FACE ARE NOT PERMITTED TO CONTINUE IN THAT GAME.  
  21. Unconscious or Apparently Unconscious Player: A time-out occurs when an unconscious or apparently unconscious player is determined by the game officials. The player may not return to play in the game without written authorization from a physician.
  22. Delay of game: 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 it is declared ready for play.
    • Putting the ball in play until it is declared ready for play.
    • Deliberately advancing the ball after it has been declared dead.
    • A coach-referee conference after all permissible charged time-outs for the coach's team have been used, and during which the referee is requested to reconsider the application of a rule and no change results.
     
  23. 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 playing time by tactics obviously unfair.
  24. Substitutions: Eligible substitutions: No substitute shall enter during a down. Between downs any number of eligible substitutes may replace players provided the substitution is completed by having the replaced players off the field before the ball becomes alive. An incoming substitute must enter the field directly from his/her team area. A replaced player must leave the field at the sideline nearest his/her team area prior to the ball being snapped. An entering substitute shall be on his/her team’s side of the neutral zone when the ball is snapped or free kicked.
  25. Legal substitutions: During the same dead ball interval, no substitute shall become a player and then withdraw, and no player shall withdraw and then re-enter as a substitute unless a dead ball foul occurs, there is a charged timeout, or a period ends.


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


  1. Dead ball becomes alive: A dead ball, having been declared ready for play, becomes a live ball when it is snapped legally.
  2. Ball declared dead: 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 touches the ground.
    • When a touchdown, touchback, safety, or successful try-for-point is made.
    • When the ball strikes the ground following first touching by K.
    • When a player of the kicking team catches punt, which is beyond the neutral zone; when a punt comes to rest on the ground and no player attempts to secure it.
    • When a forward pass strikes the ground or is caught simultaneously by opposing players.
    • When a backward pass or fumble by a player touches the ground or is caught simultaneously by opposing players. A ball snapped, which hits the ground before or after getting to the intended receiver, is dead at the spot where it hits the ground. NOTE: If in doubt, the snap close to the ground remains alive.
    • When a forward pass is legally completed, or a player catches a loose ball on, above, or behind the opponent's goal line.
    • When a runner has a flag belt removed legally by a defensive player. A flag belt is removed when the clip is detached from the belt.
    • When a runner is legally tagged with one hand between the shoulders and knees, including the hand and arm, once the flag belt is no longer attached.
    • When a passer is deflagged/tagged prior to releasing the ball. NOTE: If in doubt as to the release or not, the ball is released.
    • When a muff of a punt strikes the ground.
    • When an official sounds his/her whistle inadvertently during a down or during a down in which the penalty for a foul is declined, when:
      • The ball is in player possession - the team in possession may elect to put the ball in play where declared dead or replay the down.
      • The ball is loose from a fumble, backward pass, illegal kick, or illegal forward pass - the team in possession may elect to put the ball in play where possession was lost or replay the down.
      • During a legal forward pass or a free or protected scrimmage kick - the ball is returned to the previous spot and the down replayed.
       
    • If a foul occurs during any of the above downs, an accepted penalty shall be administered as in any other play situation. When the foul is accepted, disregard the inadvertent whistle. 
     
  3. Out-of-bounds: Player out-of-bounds: A player or other person is out-of-bounds when any part of him/her touches anything, other than another player or a game official which is on or outside the sideline or endline.
  4. Player in possession out-of-bounds: A ball in player possession is out-of-bounds when the runner or the ball touches anything other than another or game official, which is on or outside a sideline or endline.
  5. Loose ball out-of-bounds: A loose ball is out-of-bounds when it touches anything, including a player or game official, which is out-of-bounds.


Series of Downs, Number of Downs, and Team Possession after Penalty


A Series (how started, broken, renewed):
  1. A down is a unit: A down is a unit of the game, which starts with a legal snap or legal free kick and ends when the ball next becomes dead. Between downs is any period when the ball is dead.
  2. Series of downs: A team, in possession of the ball, shall have 4 consecutive downs to advance to the next zone by scrimmage; any down may be repeated or lost if provided by the rules.
  3. 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. The most forward point of the ball, when declared dead between the goal lines, shall be the determining factor.
  4. 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 opponents moves the ball into the next zone; or an accepted penalty against the opponents involves an automatic first down; or either team has obtained legal possession of a ball as a result of a penalty, free kick, protected scrimmage kick, pass interception, or failure to gain the zone in advance of the ball.
  5. 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 opponents moves the ball into the next zone; or an accepted penalty against the opponents involves an automatic first down; or either team has obtained legal possession of a ball as a result of a penalty, free kick, protected scrimmage kick, pass interception, or failure to gain the zone in advance of the ball.

Down and Possession after a Penalty: 

  1. Penalty resulting in 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 next zone line-to-gain.
  2. Foul before change of possession: After a distance penalty between the goal lines incurred during a down and before any change of team possession during that down, the ball belongs to team (A) and the down shall be repeated unless the penalty also involves loss of down, or leaves the ball on or beyond the zone line-to-gain. If the penalty involves loss of down, the down shall count as one of the four in that series.
  3. Foul after change of team possession: After a distance penalty for a foul committed during a down and after team possession has changed during that down. The ball belongs to the team in possession when the foul occurred and the down and distance established by that penalty shall be first down with zone line-to-gain.
  4. Penalty declined: If a penalty is declined the number of the next down shall be whatever it would have been if that foul had not occurred.

 



Kicking the Ball


  1. Legal kick: A legal protected scrimmage kick is a punt made in accordance with the rules. QUICK KICKS ARE ILLEGAL.
  2. Protected scrimmage kick (Punt): Prior to making the ball ready for play on fourth down, the referee must ask the team (A) captain if he/she wants a protected scrimmage kick. The referee must communicate this decision to the team (B) captain and the other officials. The team (A) captain may request a protected scrimmage kick on any down. After such announcement, the ball must be kicked. EXCEPTION: If A) a team (A) or (B) time-out is called, or B) a foul occurs anytime prior to or during this down after the team (A) captain's decision which results in the kicking team having the right to repeat the down again. The referee must ask the team (A) captain whether or not he/she wants a protected scrimmage kick and communicate this decision to the team (B) captain. All team (A) players, except the punter, must be on the line of scrimmage.
  3. Formation and snap: Neither (K) or (R) may advance beyond their respective scrimmage line until the ball is kicked.
  4. Punting the ball: After receiving the snap, the kicker must kick the ball immediately and in a continuous motion.
  5. After being punted: Once the ball is punted, any R player may block the kick. If the blocked punt hits the ground, it is dead at that spot. If the punt is blocked by any R player and then caught by any K player behind the Team (A) scrimmage line (first ball spotter-orange), they may advance. R may advance the punt anywhere in the field of play or end zone. A K player cannot punt the ball to himself/herself or any K player. Team K may punt the ball once only per down.
  6. Eligible: When a punt which has crossed (K)'s scrimmage line (first ball spotter) touches a player from either team and then hits the ground the ball is dead and belongs to the receiving team. If it hits a player of the receiving team and then is caught in the air, it can be advanced by the receiving team. If caught by the kicking team, the ball is dead and belongs to (K).
  7. Punt out-of-bounds between the goal lines or at rest: 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 and belongs to the receiving team at that spot.
  8. Punt behind the goal line: When any punt touches anything while the punted ball is on or behind the receiver's goal line (plane), it can be downed by (R) and is a touchback. NOTE: (R) may not run the kick out of the end zone. It is a touchback when the ball breaks the plane of the goal line.
  9. Kick catch interference: While any punt is in flight beyond (K)'s scrimmage line (first ball spotter), (K) shall not touch the ball or (R), nor obstruct (R)'s path to the ball. This prohibition does not apply if the act is after the kick has been touched by (R). K may catch, touch, muff or bat a protected scrimmage kick in flight beyond K’s scrimmage line if no R player is in position to catch the ball.
  10. Signal: Players shall ignore any signals given by the kickers or receivers. The ball remains alive. There is no foul.


Snapping, Handing, and Passing the Ball


  1. The Start: All plays from scrimmage must be started by a legal snap from a point on the inbounds line. The ball may be moved with approval by the referee due to poor field conditions.
  2. Ball Responsibility: Team (A) players are responsible for retrieving the ball after a scrimmage down. The snapper will bring it from the huddle to the team (A) scrimmage line (first ball spotter). A towel may be placed under the ball.
  3. Stances: Players may use a 2, 3, or 4-point stance.

Prior to the Snap: 

  1. Encroachment: After the ball is ready for play and until the snap no player on defense may encroach, touch the ball, nor may any player contact opponents or in any other way interfere with them. This includes standing in the neutral zone to give defensive signals, or shifting through the zone. After the snapper has made his/her final ball adjustment, it is encroachment for any player to break the scrimmage line plane, except for the snapper's right to be over the ball.
  2. 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 a play until it is snapped. An infraction of this provision may be penalized, whether or not the ball is snapped, and the penalty for any resultant encroachment or contact foul by an opponent shall be canceled. When over the ball the snapper shall have his/her feet behind his/her scrimmage line (first ball spotter). The snapper shall pass the ball back from its position on the ground with a quick and continuous motion of the hand(s). The ball shall leave the hand(s) in this motion.

Position and Action during the Snap: 

  1. Legal Position: After the ball is ready for play, each team (A) player must momentarily be within 15 yards of the ball before the snap.
  2. Minimum Line Players: The offensive team must have at least 4 players on their scrimmage line (first ball spotter) at the snap. Co-Rec rules require 5 players on the offensive scrimmage line. 
  3. The remaining players must be either on their scrimmage line (first ball spotter) or behind their backfield line. All players must be inbounds.
  4. Motion: One (1) offensive player may be in motion, but not in motion toward the opponent's goal line. Other offensive players must be stationary in their positions without movement of the feet, body, head, or arms. The offensive team must have at least four (4) players (Co-Rec rules require five [5] players) on their scrimmage line (first ball spotter) at the snap.
  5. No Direct Snaps: The player who receives the snap must be at least two (2) yards behind the offensive scrimmage line (first ball spotter). Direct snaps are illegal.
  6. Shift: In a snap preceded by a huddle or shift, all offensive players must come to a complete stop and remain stationary in legal position without movement of feet, body, head, or arms for at least one (1) full second before the snap.

Handing the Ball: 

  1. Anytime: Any player may hand the ball forward or backward at any time.
  2. Male Runner: Co-Rec Rule Only A team (A) male runner cannot advance the ball beyond team (A)'s scrimmage line (first ball spotter). There are no restrictions: (a) during a run by a male runner once the ball is beyond the team A scrimmage line; (b) during a run by a female runner; (c) after a change of team possessions.

Backward Pass and Fumble: 

  1. Anytime: A runner may pass the ball backward or lose player possession by a fumble at anytime except if intentionally thrown out-of-bounds to conserve time.
  2. Caught or Intercepted: A backward pass or fumble may be caught in flight inbounds by any player and advanced.
  3. Simultaneous Catching by opposing players: If a backward pass or fumble in flight is caught simultaneously by members of opposing teams, the ball becomes dead at the spot of the catch and belongs to the offensive team.
  4. Out-of-Bounds: A backward pass or fumble which goes out-of-bounds between the goal lines belongs to the team last in possession at the out-of-bounds spot. If out-of-bounds behind a goal line, it is a touchback or safety.
  5. Ball Dead when it hits Ground: A backward pass or fumble which touches the ground between the goal lines is dead at the spot where it touches the ground and belongs to the team last in possession unless lost on downs.

Legal and Illegal Forward Pass: 

  1. Legal Forward Pass: All players are eligible to touch or catch a pass. During a scrimmage down and before team possession has changed a forward pass may be thrown provided the passer's feet are behind team (A)'s scrimmage line (first ball spotter) when the ball leaves the passer's hand. Only one (1) forward pass can be thrown per down.
  2. Illegal Forward Pass: A forward pass is illegal:
    • If the passer's foot is beyond team (A)'s scrimmage line (first ball spotter) when the ball leaves his/her hand.
    • If thrown after team possession has changed during the down.
    • If intentionally thrown to the ground or out-of-bounds to save loss of yardage.
    • If a passer catches his/her untouched forward or backward pass.
    • If there is more than one (1) forward pass per down.
     
  3. Illegal Forward Pass - Corec Rule Only:
    • The term "closed,” means a male player may not throw a forward pass completion to any other male player. The term "open" means any player can complete a forward pass to any other player.
    • If the crew of officials erroneously indicates the “open/closed” status of a down, then Team A has the option to repeat the down or take the result of the play. This must be done prior to the next snap.
    • During the offensive team's possession there may not be 2 consecutive forward pass completions from a male passer to a male receiver. This rule applies to the try-for-point.
    • If a male passer completes a forward pass to a male receiver, the next forward pass completion must involve either a female passer or female receiver for positive yards. The spot where the ball becomes dead by rule must be beyond the team (A) scrimmage line (first ball spotter). There is no foul for a female receiver being tagged or deflagged behind the team (A) scrimmage line. The next forward pass completion remains "closed".
    • There are no other restrictions concerning a male passer completing forward passes to a female receiver, or female to female, female to male.
    • Any foul, whether accepted or declined, shall have no effect on whether the next forward pass completion is "open" or "closed".
    • A female running the ball across the line of scrimmage does not “open” the next play.
     
  4. *Article 4. Illegal Forward PassCorec Rule Only: If a female passer completes a forward pass to a male runner behind the Team A scrimmage line (first ball spotter) and he runs beyond this scrimmage line, it is an illegal forward pass.
  5. After Illegal Forward Pass: When an illegal forward pass touches the ground or goes out-of-bounds the ball becomes dead and belongs to the passing team, at the spot from where the pass was thrown, unless a new series of downs has been created. In such a case the ball belongs to the passing team if, after the enforcement of the penalty, the ball is left in advance of the zone line-to-gain, or belongs to the opponent's if the ball, after the penalty, did not make the next zone line-to-gain and the foul occurred during the fourth down. If a player catches an illegal forward pass, the ball continues in play until declared dead.

Completed or Intercepted Passes: 

  1. Pass Caught or Intercepted: A forward pass is completed when caught by a member of the passing team inbounds. A forward pass is intercepted when caught by a member of the opposing team inbounds. It is counted as a completion or interception as long as the first part of the person to make contact with the ground after the catch, usually one (1) foot, touches inbounds.
  2. Simultaneous Catch by Opposing Players: If a forward pass is caught simultaneously by members of opposing teams, the ball becomes dead and belongs to the team that snapped the ball at the spot of the catch.

Incomplete Passes: 

  1. Becomes Dead: When a legal forward pass touches the ground or anything out-of-bounds, it becomes dead.

Forward Pass Interference: 

  1. Contact: During a down in which a legal forward pass crosses team (A)'s scrimmage line (first ball spotter), contact which interferes with an eligible receiver who is beyond team (A)'s scrimmage line is pass interference unless it occurs when two (2) or more eligible receivers make a simultaneous and bona fide attempt to reach, catch, or bat a pass. It is also pass interference if an eligible receiver is deflagged/tagged prior to touching the ball on a pass thrown beyond team (A)'s scrimmage line.
  2. Offensive Pass Interference: After the ball is snapped, and until it has been touched by a receiver, there shall be no offensive pass interference beyond team (A)'s scrimmage line.
  3. Defensive Pass Interference: After the pass is thrown, and until it is touched, there shall be no defensive pass interference beyond team (A)'s scrimmage line (first ball spotter) while the ball is in flight.


Scoring Plays and Touchback


NOTE: The referee will communicate the current score to the Team (A) and (B) captains after each touchdown, try and safety. 

 

Mercy Rule: 

  1. Two (2) minute warning: If a team is 19 or more points (Co-Rec Rule - 25 points) ahead when the referee announces the two (2) minute warning for the second half the game shall be over. After the two (2) minute warning: If a team scores during the last two (2) minutes of the second half and that score creates a point differential of 19 or more (Co-Rec Rule - 25 points) the game shall end at that point.
  2. Touchdown = 6 or 9 points: Touchdown values: If a female scores a touchdown, the point value is nine (9) points. If a female player throws a legal forward pass and a touchdown is scored by any Team A player, the point value is 9. (Co-Rec Rule only). All other touchdowns are six (6) points.
  3. How Scored: It is a touchdown when a runner advances from the field of play so that the ball penetrates the vertical plane of the opponent’s goal line. It is a touchdown when a loose ball is caught by a player while the ball is on or behind the opponent’s goal line.
  4. Player Responsibility: 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.
  5. Try-for-point = 1, 2 or 3 points: An opportunity to score one (1) point from the three (3) yard line or two (2) points from the ten (10) yard line, or three (3) points from the twenty (20) yard line by running or passing only shall be granted the team scoring a touchdown.
  6. Referee's Responsibility: The referee must speak to the field captain only, asking him/her whether the try-for point shall be from the 3,10 or 20 yard line. Once the team (A) captain makes the choice, he/she may change the decision only when a charged Team A or B time-out is taken. A team's choice cannot be changed if a penalty should occur. Enforcement of yardage penalties does not change the value of the try-for-point. The point(s) shall be awarded if the try-for-point results in what would have been a touchdown. If team B intercepts a pass or fumble during the try then the play is over. The ball cannot be returned for any points and the try is over.
  7. Foul During Try-For-Point: If a double foul occurs during the down, the down shall be replayed. When a distance penalty is incurred by team (A) during a successful try-for-point, the down will be repeated, if accepted. However, if a team (A) penalty carries a loss of down, the try-for-point has ended and will not be repeated. No points are scored for team (A), if accepted.
  8. Next play: After a try, the ball shall be snapped by the opponent of the scoring team at his or her own 14-yard line, unless moved by penalty.

Momentum, Safety, and Touchback:
Safety = 2 points: It is a safety when:

  1. A runner carries the ball from the field of play to or across his/her own goal line, and it becomes dead there in his/her team's possession; EXCEPTION: When a team (B) player intercepts a forward pass or catches a scrimmage kick between his/her 5 yard line and the goal line and his/her original momentum carries him/her into the end zone where the ball is declared dead in his/her team's possession or it goes out-of-bounds in the end zone, the ball belongs to team (B) at the spot where the pass was intercepted or the kick was caught. This is known as the momentum rule.
  2. A player punts, passes, fumbles, snaps, muffs or bats a loose ball from the field of play to or across his/her goal line and the ball subsequently becomes dead there in his/her team's possession. This includes when the ball is declared dead on or behind their goal line. However, it does not apply to a legal forward pass, which becomes incomplete.
  3. A player on offense commits any foul for which the penalty is accepted and measurement is from a spot in his/her end zone; or throws an illegal forward pass from his/her end zone and the penalty is declined in a situation which leaves him/her in possession at the spot of the illegal pass and with the ball having been forced into the end zone by the passing team.
  4. After a safety, the ball shall be snapped by the scoring team at their own 14 yard line, unless moved by penalty.

Touchback:  

 It is a touchback when:

  1. It is a touchback when K’s punt breaks the plane of R’s goal line.
  2. The ball is out-of-bounds behind a goal line (except from an incomplete forward pass), when the ball becomes dead in possession of a player on, above or behind the player's own goal line, or when the ball becomes dead not in possession on, above or behind the team's own goal line, and the attacking team is responsible.


Conduct of Players and Others


Unsportsmanlike Conduct: 

NOTE: DQ = act carries a penalty of disqualification of that player. 

  1. Non-contact player acts: No player shall commit non-contact acts during a period or intermission. Examples include, but are not limited to:
    • Refusal to comply or abide by the request or decision of an official.
    • Using words similar to the offensive audible and quarterback cadence prior to the snap in attempt to interfere with team (A)'s signals or movements.
    • Intentionally kicking at the ball, other than during a legal punt.
    • Leaving the field between downs to gain an advantage unless replaced or with permission of the referee.
    • Intentionally kicking at any opposing player. (DQ) 
    • Intentionally swinging an arm, hand or fist at any opposing player. (DQ) 
    • Participate while wearing illegal player equipment.
     
  2. Dead Ball Player Fouls: When the ball becomes dead in possession of a player, he/she shall not:
    • Intentionally kick the ball.
    • Spike the ball to the ground.
    • Throw the ball high into the air.
     
  3. Prohibited Acts: There shall be no unsportsmanlike conduct by players, substitutes, coaches, or others subject to the rules. Examples include, but are not limited to:
    • Attempting to influence a decision by an official.
    • Disrespectfully addressing an official.
    • Indicating objections to an official's decision.
    • Holding an unauthorized conference, or being on the field illegally.
    • Using profanity, insulting or vulgar language or gestures.
    • Intentionally contacting a game official physically during the game by persons subject to the rules. (DQ) 
    • Fighting an opponent. (DQ) 
    • Leaving the team area and entering the playing area during a fight. (DQ) 
     
  4. Article 6. Third Unsportsmanlike Foul: The third unsportsmanlike foul by the same team results in their forfeiture of the game.

Unfair Acts 

  1. Refusal to play or halving the distance: If a team refuses to play within two (2) minutes after ordered by the referee, or if a team repeatedly commits fouls which can be penalized only by halving the distance to its goal line, the referee may enforce any penalty he/she considers equitable, including the awarding of a score. For refusal to play, or for repeated fouls, the referee shall, after one warning, forfeit the game to the opponents.
  2. Unfair Acts: No player, substitute, coach or others subject to the rules shall use disconcerting words or phases or commit any act not in accordance with the spirit of fair play for the purposes of confusing the opponent.
    • R raises/waves his/her arms above his/her head during a punt in attempt to confuse K. This is an unfair act. Use of words or acts to gain an unfair advantage .
     
  3. Personal Fouls: Player Restrictions: No player shall commit a personal foul during a period or an intermission. Any act prohibited hereunder or any other act of unnecessary roughness is a personal foul: No player shall:
    • Strip or attempt to strip the ball from a player in possession by punching, striking or stealing.
    • Contact an opponent who is on the ground.
    • Throw the runner to the ground.
    • Hurdle any other player.
    • Contact an opponent either before or after the ball is declared dead.
    • Make any contact with an opponent, which is deemed unnecessary of any nature including using fists, locked hands, elbows, or any part of the forearm or hand, except according to rule.
    • Deliberately drive or run into a defensive player.
    • Position himself/herself on the shoulders or body of a teammate or opponent to gain an advantage.
    • Tackle the runner by grasping or encircling with the hand(s) or arm(s) and taking the opponent toward the ground as in tackle football.
      • Carries an automatic penalty of disqualification of that player. All others if deemed flagrant, will result in disqualification.
       
     
  4. Roughing the Passer: Defensive players must make a definite effort to avoid charging into a passer after it is clear the ball has been thrown. No defensive player shall contact the passer who is standing still or fading back as he/she is considered out of the play after the pass. Roughing the passer restrictions end if the forward pass is thrown from beyond team (A)'s scrimmage line (first ball spotter).

Blocking: 

  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, elbows, legs, 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.
  2. Screen Blocking Fundamentals: A player who screens shall not:
    • Take a position closer than a normal step when behind a stationary opponent.
    • Make contact when assuming a position at the side of or in front of a stationary opponent.
    • 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 screened will determine where the screener may take his/her stationary position. This position will vary and may be 1 to 2 normal steps or strides from the opponent.
    • After assuming his/her legal screening position move to maintain it, unless he/she moves in the same direction and path as his/her opponent. If the screener violates any of these provisions and contact results, he/she has committed a personal foul.
     
  3. Blocking and Interlocked Interference: Teammates of a runner or passer may interfere for him/her by screen blocking, but shall not use interlocked interference by grasping or encircling one another in any manner.
  4. Use of Hands or Arms by the Defense: Defensive players 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. A blocker may use his/her arms or hands to break a fall or retain his/her balance.

Runner: 

  1. Guarding the flag belt: 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:
    • Swing the hand or arm over the flag belt to prevent an opponent from deflagging.
    • Place the ball in possession over the flag belt to prevent an opponent from deflagging.
    • Lower the shoulders in such a manner that places the arm over the flag belt to prevent an opponent from deflagging.
     
  2. Stiff Arm: 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.
  3. Helping the Runner: The runner shall not grasp a teammate or be grasped, pulled or pushed by a teammate.
  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 belt or making a legal tag.
  5. Charge: A runner shall not charge into nor contact an opponent in his/her path nor attempt to run between two opponents or between an opponent and a sideline, unless the space is such as to provide a reasonable chance for him/her to go through without contact. If a runner in his/her progress has established a straight-line path, he/she may not be crowded out of that path, but if an opponent is able to legally establish a defensive position in that path, the runner must avoid contact by changing direction.

Batting and Kicking: 

  1. Batting a free ball: Players shall not bat a loose ball other than a pass or fumble in flight. A backward pass in flight shall not be batted forward by the passing team. A ball in player possession shall not be batted forward by a player of the team in possession. EXCEPTION: The kicking team may bat a grounded protected scrimmage kick beyond the team (A) scrimmage line toward their own goal line.
  2. Illegal Kicking: No player shall intentionally kick a ball other than as a punt.

Illegal Participation: 

  1. Blocked or pushed out-of-bounds: Prior to a change of possession, no player of (A) or (K) shall go out-of-bounds and return during the down unless blocked out-of-bounds by an opponent. If a player is blocked out-of-bounds by an opponent and returns inbounds during the down, he/she shall return at the first opportunity. During the down, no player shall intentionally go out-of-bounds and return.
  2. Hinder an Opponent: No replaced player or substitute shall hinder an opponent, touch the ball, influence the play, or otherwise participate.
  3. It is Illegal Participation:
    • To have eight (8) (Co-Rec Rule - nine [9]) or more players participating at the snap or free kick.
    • To have more than the legal number of males or females participating at the snap. (Co-Rec only)
    • If an injured player is not replaced for at least one down unless the half time or overtime intermission occurs.
    • To use a replaced player or substitute in a substitution or pretended substitution to deceive opponents at or immediately before the snap or free kick.
    • For a player to be lying on the ground to deceive opponents at or immediately before the snap or free kick.
    • For a disqualified player to reenter the game.
     

Flag Belt Removal:  

There are basic rules, which are established for flag football because of legal or illegal removal of the flag belt:

  1. Players must have possession of the ball before they can legally be deflagged.
  2. When a runner loses his/her flag belt either accidentally, inadvertently (not removed by grabbing or pulling), or on purpose, play continues. The deflagging reverts to a one (1) hand tag of the runner between the shoulders and the knees.
  3. In circumstances where a flag belt is removed illegally, play should continue with the option of the penalty or the play.
  4. Defensive player intentionally pulling a flag belt from an offensive player without the ball is illegal.
  5. Tampering with a flag belt in any way to again an advantage including tying knots, using foreign materials, or other such acts is illegal.
  6. A non-player that deflags or interferes with a runner is illegal.


Sportsmanship


  1. The purpose of Intramural Sports is to provide a recreational environment for the University community which is safe and enjoyable. While the game atmosphere is often competitive, ensuring participant safety, providing a fun, social atmosphere, and promoting sportsmanlike behavior among participants, spectators, and team followers are our primary concerns. The game atmosphere should remain good-natured at all times. Participants shall maintain good sportsmanship throughout their participation in all facets of the intramural program.
  2. The Sportsmanship Rating System is intended to be an objective scale by which teams' attitude and behavior is assessed throughout the intramural sports league and playoff seasons. Behavior before, during, and after an intramural sports contest is included in the rating. The team captain is responsible for educating and informing all players and spectators affiliated with his/her team about the system.
  3. A team is responsible for the actions of the individual team members and spectators related to it. Additionally, UNF Intramural Sports does not recognize the use of coaches. Only the team captain shall speak to the officials regarding administrative matters (protests, ejections, disqualifications, etc). Furthermore, the team captain's efforts in assisting officials/staff to calm difficult situations and to restrain troubled teammates are key to controlling team conduct.
  4. Sportsmanship is vital to the conduct of every Intramural contest. In order to encourage proper conduct during games, officials, administrative personnel, and supervisors shall make decisions on whether to warn, penalize or eject players or teams for poor sportsmanship. These decisions are final. The Intramural Sports administrative staff will rule on further penalties as a result of unsportsmanlike conduct.
  5. Each participant should choose his or her team members carefully, as all team members will suffer the consequences of any disciplinary action taken by the Intramural Sports staff against that team for violation of the intramural rules and sportsmanship guidelines. Protests or appeals of sportsmanship ratings will not be recognized. The Intramural Sports administrative staff reserves the right to review any rating given to a team.
  6. Teams are graded by the officials on a scale of 1-4, 4 being the highest, each game. Teams must maintain a 2.85 sportsmanship rating throughout the season to be eligible for the playoffs. The maximum sportsmanship grade a team with a technical foul can receive is a 2.5 for that game.


Playoffs


  1. All teams will make the playoffs, provided they have no forfeits and have at least a 2.85 sportsmanship rating. If there are a lot of teams in one league, then the league will be split into a “Blue” playoff bracket, with teams that have a .500 winning percentage and above, and a “Grey” playoff bracket, with teams that have below a .500 winning percentage.
  2. The playoff schedule will be determined by the number of teams playing and the court space/time available. There are no guaranteed times once the playoffs start, teams must do what they can to make their games.