ASREC SPORT CENTRE
Intramural Sport Program
Flag Football Rules
Reviewed 8/10/05
Registration and Participation Requirements
All participants are required to sign-up in the Fitness Center Sales office
before they play their first game.
The following is a list of information you are required to furnish when
you come to register:
CSUN ID card (No drivers license)
Current class schedule or registration card
Money - cash (exact change) or credit card (sorry No checks)
Men $25.00 - Women $15.00
If you do not have this information when you go to sign-up, you will not
be allowed to register.
NO ID NO PLAY
Each participant must bring their CSUN ID card, with proper sticker on
it, to all games in order to participate.
If your ID is lost or stolen it is your responsibility to replace it before
your game. NO EXCEPTIONS
Driver's license or yellow slips will not be allowed
Yellow slips are your receipt and should be used as proof to get a replacement
sticker for half price.
Forfeitures
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Forfeit time is ten (10) minutes after the scheduled game time, unless
games are delayed due to factors beyond our control.
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The minimum number of players required to start and finish a game is six
(6). Less than six players constitute a forfeit! This includes
ejected and injured players.
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The official can forfeit the game at his/her discretion for continued flagrant
disregard for the rules or for unsportsmanlike conduct (this includes both
players and fans).
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Continued flagrant disregard, physical or verbal abuse toward, or intimidation
of the officials will, at the decision of the Intramural Director, be cause
for expulsion of the offending team for the remainder of the season.
Game Structure, Players, and Equipment
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Shirts must be long enough to tuck in so that it remains tucked in, or
short enough so there is a minimum of 4'' from the bottom of the shirt
to the player's waistline.
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Pants or shorts with belt loops, zippers, or pockets are prohibited
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Towels may not hang from a player's waist or otherwise interfere with the
possible removal of a flag. towels however may be used and kept on the
ground on the ball before the snap
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All jewelry must be removed including watches, earrings, bracelets, etc....
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The game shall be played between two teams of 7 players each on a rectangular
field. Each team must have 6 players on the field in order to begin the
game.
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The field is divided into four zones of 20 yards each and 2 end zones of
10 yards each.
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Each team shall designate a captain to act as team spokes person and make
decisions. ONLY THE CAPTAIN MAY SPEAK TO OFFICIALS.
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Team representatives including players, spectators, team managers, and
coaches are subject to the rules.
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NO METAL CLEATS. Shoes must be worn to participate.
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Men will use the standard Men's size football, but teams may use their
own footballs. The OFFENSE is responsible for the ball at all times.
Periods, Time, Substitutions
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The winner of the pregame toss will have the first choice of options
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a. offense/defense
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b. which goal to defend
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The loser of the pre-game toss chooses either a. or b. before the start
of the second half.
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A game shall consist of 2 halves with a 5 min. intermission.
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Men's Leagues: Each half shall consist of 20 minutes running clock.
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Women's and Coed: Each half shall consist of 15 minutes running clock.
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The clock will run contintuously during the first half. In the second half,
clock will stop during last 2 minutes of game.
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Clock stops on penalties, scoring plays, incomplete passes/out of bounds,
injured players, time outs, and first downs until ball is set in play by
refs ready to play whistle.
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Each team is allowed (2) 1 minute time outs per game. The clock will
stop during timeouts
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Free substitutions is allowed after any whistle provided the sub does not
delay the game.
Kickoffs, Scrimmage Kicks, Fair Catch
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The game and 2nd half will begin with a kickoff. The ball will be kicked
using a tee, or having the ball placed on the ground from the 20-yard line.
NO
PUNTING!!!!
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The ball must be kicked at least 20 yards. If the ball does not travel
20 yards, the opposing team will take possession of the ball wherever the
ball went out of bounds, or wherever the ball stopped.
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If the ball is kicked out of bounds and travels past the 40-yard line,
the opposing team will start their possession from the 40-yard line.
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There will be no on-side kicks.
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No player on the kicking team may cross the 20-yard line before the ball
is kicked.
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PENALTY: The receiving team may either have the ball re-kicked or take
the ball from the spot where they were de-flagged.
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A ball that is kicked into the end zone will result in a touchback. The
ball will be placed on the 15-yard line.
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If the ball is dropped when attempting to be caught, the play will be called
dead, and the receiving team will start their possession where the ball
was dropped.
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During the kickoff ALL BLOCKING RULES WILL APPLY.
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The receiving team may call for a fair catch. In doing so, they will start
their possession from the spot where the player called the fair catch.
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A legal protected scrimmage kick is a punt made in accordance with the
rules. Quick kicks are illegal.
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PENALTY: Illegal kick, 10 yards.
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Protected scrimmage kick: Before making the ball ready for play
on the forth down, the referee must ask the team A captain if he/she wants
to punt. The referee will then relay the information to team B.
Team A may punt on any down, but must tell the referee. After the
announcement to either punt or try has been made, the play must be executed
(Note: to change options, team A will be charged with a time-out unless
a penalty occurs giving team A the right to repeat the down). If
the signal for a scrimmage kick is given, yet the calling team “fakes”
the punt.
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PENALTY: Illegal Kick, 10-yard penalty, re-kick, and a charged time-out
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Both teams must have and maintain, at least, four (4) players, within one
(1) yard of their scrimmage line and all players must remain motionless
until the kick is made. A line player may not raise his/her arms
to distract or block the kick.
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PENALTY: Illegal procedure, 5-yards from the previous spot.
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The kicker must be, at least, five (5) yards behind the line of scrimmage
when receiving the snap. After receiving the snap, the kicker must
kick the ball immediately and in a continuous motion.
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PENALTY: Delay of game, 5 yards from the line of scrimmage.
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If a player on the receiving team bobbles the punt, the ball is live while
it is in the air. The ball is dead when it hits the ground.
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Any receiver may signal for a fair catch while any kick is in flight.
If any receiver gives a valid signal for a fair catch and catches the kick,
it is a fair catch and the ball becomes dead at that point. No receiver
may advance the ball after a fair catch signal.
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After a scrimmage kick, ball becomes dead if kicking team touches the ball
first or if the ball rolls into the end zone. The receiving team
can pick up a live bouncing ball that has not been touched by the kicking
team and return it.
Offense
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The offensive team has 25 seconds to put the ball into play after referee
signals ready for play.
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PENALTY: Delay of game, 5 yards.
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In a series of 4 downs, the ball must be advanced forward into the next
zone in order for a new series of downs to be rewarded
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If a punt is to be made, the team punting must announce it before the down
starts. After the announcement, the punt must actually be made, and neither
team may move until after the ball has been punted. Defensive and Offensive
teams must have 4 players on the line of scrimmage until punt is made.
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The ball must be snapped between the legs of the snapper. The player who
recieves the snap must be at least 2 yards behind the the line of scrimmage.
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Direct snaps are always illegal (under center).
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The ball must be punted immediately after the punter receives the snap.
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PENALTY: Delay of game, 5 yards
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It is defensive pass interference if an eligible reciever is deflagged
prior to touching the ball on a forward pass attempt.
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All players are eligible for a forward pass. The passer may pass from anywhere
behind the line of scrimmage. The passer shall not intentionaly ground
the ball in order to avoid a sack.
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PENALTY: Intentional Grounding, 5 yards and loss of down.
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Offense is allowed 2 forward passes behind the line of scrimmage
Defense
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A defensive player may not hold, push, or knock down the ball carrier in
an attempt to remove the flag belt, nor shall an offensive player hold,
block, or run through a defensive player trying to remove the flag belt.
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Removal of flag belt:
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when the flag belt is taken from ball carrier, the down shall end and the
ball is declared dead.
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A player who removes the flag belt from the ball carrier should immediatly
hold the belt above his head to assist the official in locating the spot
of the ball.
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A player may dive to remove a flag belt as long as no contact is made with
the opposing team.
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The position of the ball when a player is deflagged determines the spot
of the next line of scrimmage.
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When a runner loses his flag belt, either accidentally or inadvertently,
play continues, the deflagging reverts to a 1 hand tagging of the runner.
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The defensive team may not build a pyramid or support each other in any
manner in order to block or attempt to block a kick. Penalty 5 yards from
previous spot.
Scrimmage Line
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The scrimmage line for the offensive team is the yard line and its verticle
plane which passes through the point of the ball nearest its own goal line
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The scrimmage line for the defensive team is the yard line and its verticle
plane which passes 2 yards from the point of the ball nearest its own goal
line.
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A colored puck will signify each.
Blocking
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The offensive screen block shall take place with out contact. The
screen blocker shall have his/her hands and arms at his/her side or behind
his/her back. Any use of the arms, elbows, or legs to initiate contact
during an offensive player’s block is illegal. A blocker may use
his/her hand or arm to break the fall or to retain his/her balance.
A player must be on his/her feet before, during, and after screen blocking.
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PENALTY: Personal foul, 10 yards.
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A player who screens shall not:
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When he/she is behind a stationary opponent, take a position closer than
normal step from him or her.
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When he/she assumes a position at the side or in front of a stationary
opponent, make contact with him/her.
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Take a position so close to a moving opponent that his/her opponent cannot
avoid contact by stopping or changing directions.
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After assuming his/her legal screening position move to maintain it, unless
he/she moves in the same direction and path of his/her opponent.
If the screener violates any of these provisions and contact results, he/she
has committed a personal foul.
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PENALTY: Personal foul, 10 yards.
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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.
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PENALTY: Personal foul, 10 yards.
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Defensive players must go around the offensive player’s screen block.
The arm 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.
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PENALTY: Personal foul, 10 yards.
Runners
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Runners shall not flag guard by using their hands, arms, or the ball to
deny the opportunity for opponent to pull or remove the flag belt.
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Flag guarding includes: Swing the hand or arm over the flag belt to prevent
an opponent from de-flagging. Place the ball in possession over the flag
belt to prevent an opponent from de-flagging. Lower the shoulders in such
a manner that places the arm over the flag belt to prevent an opponent
from de-flagging.
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PENALTY: Persona foul, 10 yards.
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The runner shall be prohibited from contacting an opponent with extended
hand or arm. This is also known as stiff-arming.
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PENALTY: Personal foul, 10 yards.
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Flag guarding will be called if there is an attempt at de-flagging an opponent.
If there is no attempt, then there is no flag guarding.
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Diving or leaping forward to gain yardage is legal provided the dive is
not toward or over a defensive player.
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PENALTY: Illegal contact, 10 yards from the point of infraction,
the play stands.
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The runner shall avoid contact with a defender who has established position
on the field.
Ball in play, Dead ball, Out of Bounds
The ball declared dead when the ball touches the ground:
a. on a fumble
b. on a lateral
c. on a pass
d. after touching a player on a punt
The sideline and end lines are considered out of bounds ( only one
foot needs to touch in bounds in order for a pass to be complete)
Scoring Plays
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The score of a forfeited game shall be: offended team-1, opponent-0.
If the offended team is ahead at the time of the forfeit, the score stands.
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If a team is 17 or more points ahead when referee announces the two-minute
warning for the second half the game shall be over.
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If a team scores during the last two minutes of the second half and that
score creates a point differential of 17 or more the game shall be over.
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Touchdown is 6 points. Safeties are 2 points.
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An opportunity to score 1 point from the 3-yard line, 2 points from the
10-yard line, or 3 points from the 20- yard line shall be granted to the
team scoring a touchdown. The captain must tell the referee 1,2,
or 3. If you change your mind, your team has to call time-out to
change your decision. If you have no time-outs remaining, the initial
decision will stand.
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After every score, the player who scores must remain in the end zone until
an official checks his/her flags.
Legal and Illegal Pass Plays
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All players are eligible to touch or catch a pass. Only one forward
pass can be thrown per down.
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A forward pass is illegal:
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If the passer’s foot is touching or beyond team A’s scrimmage line when
the ball leaves his/her hand.
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If thrown after the team possession has changed during the down.
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If there is more that one forward pass per down.
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If members of opposing teams catch a legal forward pass simultaneously,
the ball becomes dead and belongs to the offensive team. (Referee’s discretion)
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Intentional grounding will be called if the quarterback is trying to avoid
being sacked, even in the last two-minutes of play.
Offensive and Defensive Pass Interference
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During a down in which a legal forward pass crosses Team A’s scrimmage
line, contact with an eligible player (offensive or defensive) who is beyond
team A’s scrimmage line is pass interference unless it occurs when two
or more eligible players (offensive or defensive) make a simultaneous attempt
to catch, reach, or bat a pass. (Official’s judgment) It is
also pass interference if an eligible receiver is de-flagged/tagged prior
to touching the ball on a pass thrown beyond team A’s scrimmage line.
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After the ball is snapped, no offensive receiver can initiate contact against
a defender when the ball is in the air. This is the same for the
defender. The player that initiates contact will be called for pass
interference.
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After the ball is thrown, and until it is touched, there shall be no defensive
pass interference beyond team A’s scrimmage line while the ball is in flight,
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PENALTY: Defensive pass interference, 10 yards from the previous
spot, automatic first down. If the pass inference by either player
and intentional or unsportsmanlike, his/her team shall be penalized an
additional 10 yards.