Carroll University Recreation
Intramural Flag Football Rules 1. ID’s •
All participants must have their student IDs in order to participate.
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If they do not have their student/photo ID:
1st Week – remind them that they need to bring it for all intramural activities and let them play.
2nd Week – they cannot play until they present their student ID.
2. Rosters •
All participants must be on the team roster. o If a person not on the team roster plays with the team, the team will forfeit due to playing with an ineligible player. o Carroll University Men's Football Athletes who are currently on the school team roster CANNOT participate in intramural flag football. Teams who violate these rules will forfeit all games where players were found to be ineligible and the opposing team will win the game.
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There is a maximum number of people on each team roster – 12 people.
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The players may join or leave any team until after the last game of the regular season. No roster changes may be made during playoffs.
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Players are not allowed to play on multiple teams in one league.
3. Players •
Teams must wear matching jerseys/shirts. Failure to wear proper attire will result in your team having to wear pinnies.
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A team consists of 7 players; the minimum amount of players is 5
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If a team has less than all 7 players:
The opposing team can either play with all 7 of their players or can match the number of players the other team has.
Teams are not penalized for having the correct amount of players.
If a team with all 7 players decides to match the number of players on the opposing team they CANNOT decide later on during the game that they want to use all 7 players again because they are losing. Once they decide to match the
Updated July 2015
Carroll University Recreation
number of the players on the other team they have to play like that for the entire game, unless more members of the other team show up during the game. 4. Substitutions •
Substitutions are allowed when the ball is dead, for example during a penalty, between snaps, or for an injury.
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Substitutions are not allowed while the ball is live.
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Illegal substitutions can result in a penalty and loss of yards.
5. Length of Game •
The game will consist of two 20 minute halves (running clock) with a 5 minute halftime.
6. The Clock •
During the first half, the game clock will run continuously through and will only stop during team timeouts and in the event of an injury.
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During the second half, the game clock will run continuously before the final two minutes. At the two minute mark, the clock will stop for time-outs, penalties, change of possessions, out-of-bound plays, incomplete passes, and all scores.
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If there is an 18 point or more spread, the clock does not stop in the last two minutes of the second half. If the point gap is reduced below 18 points during the final two minutes, the clock will stop on dead balls.
7. Field Dimensions/Downs •
The size of the field will be 50-yards by 40-yards, with 10-yard end zones
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The field will be divided into two 20-yard zones.
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The team will start on the 40-yard line (for the 50-yard field) and will be going towards the same end zone.
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A team has 4 downs to cross each consecutive line (First down every 20-yard line marker).
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If a team has a penalty which pushes the line of scrimmage behind a new 20-yard line the offense must still pass the original first down marker.
8. The Snap •
There will be a one-yard restraining line for the defensive team while in any formation or situation; officials will mark off the Line of Scrimmage (LOS). Updated July 2015
Carroll University Recreation
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Only one player may be in motion parallel to the line at any one time before the ball is snapped.
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The offensive team has 25 seconds from the time the ball and LOS are set by the officials, to put the ball back into play. If the team exceeds 25 seconds, officials will call a delay of game penalty.
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A game/half cannot end on a defensive penalty unless the penalty is refused
If there is an offensive penalty and there is less than 10 seconds, the clock will automatically go to zero unless the offensive team has a time out, then the clock starts at the next snap.
9. The Start of the 2nd Half •
Teams will switch sides.
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The team that didn't get to choose whether to kick or receive at the start of the 1st half gets to choose at the start of the 2nd half.
10. Flag Belts/Legal Tackles •
Each player must wear a flag belt; teams will be differentiated by different color belts.
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Every player must have their shirt tucked in their pants or under their belt.
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If a player loses his/her flag while holding the ball, the down is where the flag fell off.
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A legal tackle is made when a defensive player detaches the flag from the flag belt of the ball carrier.
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A shielding infraction will be called if a ball carrier uses his/her hands, arms, the ball or clothing to hide or prevent an opponent from pulling the flag belt.
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Any ball carrier caught wearing the belt illegally:
First time: Warning.
Second time: Sits out for 2 minutes.
Third time: Ejection from game.
The ball is dead if any knee, forearm, or shoulder of the ball-carrier touches the ground at any time.
11. Penalties •
See chart below
12. Passing Updated July 2015
Carroll University Recreation
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All players are eligible to receive a pass.
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Only one forward pass per down (either over handed or underhanded).
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No forward hand-offs between the quarterback and the center are allowed.
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At the time of a pass reception, the receiver must have the "first football" down and in bounds for a complete pass (ball in complete control).
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Any number of backwards or lateral passes are permitted.
13. Fumbles •
All fumbled balls touching the ground are dead immediately at the spot. The ball is next put into play at that spot.
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The team fumbling the ball retains possession of the ball (except on the 4th down).
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When a ball is kicked from a punt, if the receiver does not touch the ball and the ball strikes the ground, the ball is dead where it stops rolling.
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All incomplete laterals or passes behind the line of scrimmage will be spotted where the ball lands.
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Any player catching a pass or fumbled ball that does not touch the ground can advance that ball.
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A fumbled ball by an offensive team in their end zone constitutes as a safety.
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The offensive team may not fumble a ball forward in mid-air to advance the ball.
14. Punting •
The official will ask the offensive team on 4th downs if they intend to punt or "go for it". There are no fakes allowed.
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All players must remain at the line of scrimmage until the ball is kicked.
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Defensive players may put their hands up and/or jump to attempt to block the punt as long as they do not cross the line of scrimmage.
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On a bad snap, the ball is dead where it first touches the ground.
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No returns are allowed; the ball is dead where it is caught or where it stops rolling.
15. Blocking •
The only type of blocking allowed is screen blocking (a center can screen block the pass rusher).
Updated July 2015
Carroll University Recreation
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All blocking must be made with the blocker in an upright position with both hands clasped in front of or behind their backs or directly at their sides.
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No player may use his/her hand to go through, over, or around an opponent.
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No body blocks, roll blocks, or shoulder blocks are allowed (penalty will be expulsion from the game and an automatic suspension from league play).
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Offensive players may not keep their elbows out when blocking; they must be against the body.
16. Safety and Touchbacks •
A fumbled ball by an offensive team in their end zone constitutes as a safety.
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If a team intercepts a pass in the end zone and does not advance the ball out of the end zone it is a touchback.
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The ball is put in play at the 10-yard line.
If a team receives a punt in their end zone and does not advance it out of the end zone it is a touchback.
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The ball is put in play at the 10-yard line.
Following a safety, the ball shall be placed on the 10-yard line of the team credited with the safety.
17. Timeouts •
Each team is allowed 2 timeouts per game.
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Overtime: each team gets 1 timeout.
18. Scoring •
Touchdown = 6 points.
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Point after a touchdown.
Ball starts on 5-yard line = 1 point.
Ball starts on 10-yard line = 2 points.
19. Mercy Rule •
49 points at 10 minutes.
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42 points at 5 minutes.
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35 points at 2 minutes.
Updated July 2015
Carroll University Recreation
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If one team is ahead 28 points, there will be a running clock until opposing team decreases that lead.
20. Overtime •
Each team will get four downs from the 10-yard line (closest to their opponent's goal) to score. o To determine which team goes first, rock, paper, scissors between a player of each team will occur – best 2 out of 3.
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Ending overtime: o If the 1st team with the ball does not score, but the 2nd team does, the game is over. o If both teams score, there will be a second overtime and it will keep repeating until one of the teams wins.
21. End of Game •
Captains are responsible for moving their teams off the field quickly and signing the score sheet, verifying the final score, and rating the officials.
Penalties Chart DEFENSE: Offsides
5 yards from LOS (line of scrimmage)
Pass interference
10 yards from LOS and automatic first down. If the interference occurs beyond 10 yards down field, the ball is placed at the spot of the foul and first down is given. Any defensive pass interference inside their own 20 yard line is assessed half the distance to the goal and a first down.
Holding
10 yards from LOS and automatic first down.
Illegal flag pull (before the receiver has the ball)
5 yards from LOS
Illegal rush (starting rush from inside the 7-yard line)
Defense must count to “5 Apple” loudly and clearly before rushing. If that is not done, there will be 5 yards from LOS and redo the down.
Updated July 2015
Carroll University Recreation
Stripping
5 yard penalty, repeat down. No stripping the offensive player with the ball.
OFFENSE: Illegal motion
5 yards from LOS, repeat down
Pass interference
10 yards from LOS, repeat down
Offsides
5 yards from LOS, repeat down
Illegal forward pass (over the LOS)
5 yards from LOS and loss of down
Flag guarding
5 yards from where infraction occurred
Delay of game
5 yards from LOS
Diving
Body cannot be parallel to the ground. You may jump through and/or reach out with the ball. If diving, 5 yard penalty redo down.
DUAL POSSESSION:
“Jump ball”. If the receiver on a jump ball is stripped on their way down by a defender, it is the defender’s ball where it was stripped. If it is intercepted and the receiver strips the defender on the way down, it is the receiver’s ball down where he comes down.
Updated July 2015