Sun Devil Intramural Sports

FLAG FOOTBALL LEAGUE

Rules

The NIRSA Flag Football Rules Book & Officials’ Manual (current edition) shall apply to all games played with the following adaptations and points of emphasis:

THE GAME, FIELD, PLAYERS AND EQUIPMENT

Players: Men's and women's teams consist of 7 players each. A minimum of 5 players of a single gender are required to start or continue a game. (see forfeits). Roster maximum is 16 players.

a.  If a team is in need of more players or a player is in need of a team, there will be a free agent meeting on the deadline day for registration at 4pm in the Tempe SDFC lobby.

b.  Players can participate on 1 team per league. The only other restriction is you may not play on both a rec and A team for a particular sport.

Team Captains: Each team shall designate a team captain at each game. The captain's first choice during the coin toss is irrevocable (see forfeits). Only the captain shall speak with the official(s) during the game.

Those Subject to Rules: 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 the officials assigned to the game and nightly intramural staff.

Referee's Authority: The Referee has authority to rule promptly, and in the spirit of good sportsmanship, on any situation not specifically covered in the rules. The Referee's decisions are final in all matters pertaining to the game.

The Field: The field is divided into four 20 yard zones and two 10 yard end zones. A team in possession of the ball shall have four consecutive downs to advance to the next zone by scrimmage. The line to gain shall be the zone in advance of the ball, unless the distance was lost due to penalty or negative yardage was incurred on that series of downs. In such a case, the original zone in advance of the ball at the beginning of the series of downs is the line to gain.

Weather Cancellations: All inquiries about the weather and if games are continuing on schedule should be referred to the Rainline. (480)727-6610 If the line does not mention the days date and the location you play on, games are happening as scheduled.

Player Equipment:

Jerseys must be either:

a. Long enough so they remain tucked in the pants/shorts during the entire down. No knots.

b. Short enough so there is a minimum of 4" from the bottom of the jersey to the player’s waistline.

Jerseys with cut-off sleeves with more than 3” from cut-off to under the players arm will not be allowed.

Pants/Shorts: Each player must wear pants or shorts without any belt(s), belt loop(s), pocket(s), or exposed drawstrings. The pants or shorts must be a different color than the flags.

Flagbelt: Each player must wear a one piece flag-belt with three flags permanently attached. The Intramural staff will provide flag belts. A flag belt must be free of any knots and shall be clipped and not tied.

Shoes: Each player must wear close-toed shoes. They must be made of soft, pliable upper material (canvas, leather or synthetic) which covers the foot attached to a composition bottom. Shoes with metal, ceramic, screw-in, or detachable cleats are illegal.

Football: The referee shall decide the legality of any ball. The game ball will be provided. The teams are responsible for retrieving the ball and having it ready for each play. The offensive team may keep the ball in their huddle. The men shall use the regular size ball ONLY. The regular or youth size ball shall be used for Women’s and CoRec games. The Referee shall be the sole judge of any ball offered for play and may change the ball during play at his/her discretion. Teams providing their own ball must have it approved by the head official prior to the start of the game.

Illegal Player Equipment: A player wearing jewelry, billed hats, using sticky or foreign substance on equipment or body or using any of the above prohibited equipment shall not be permitted to play. Players with leg and knee braces made of hard, unyielding material must have both sides and all edges covered with padding at least 1/2" thick.

In order to participate in any intramural event a government issued photo identification must be provided. Any of the following would be acceptable: driver license, student ID, passport, or debit/credit card with photo.

DEFINITIONS

Neutral Zone: The one yard expanded neutral zone is between the forward point of the ball (orange cone) and the defensive scrimmage line (gold cone).

Fumble: is a loss of player possession other than by handing, passing or kicking the ball.

Removing the Flag Belt: When the flag belt is clearly taken from the runner, the play shall end and the ball is declared dead when the belt starts to come off. An opponent 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. The ball is dead at the spot the ball was when the belt became unclipped. If a flag belt inadvertently falls to the ground, a one hand tag between the shoulders and the knees constitute capture. A player who removes the flag belt may leave his/her feet.

PERIODS, TIME FACTORS, FORFEITS

If at the scheduled game time, a team does not have the minimum of 5 (6 in Co-Rec) players, they will be given 10 minutes to achieve the minimum number. However, the game clock will start. At the 10 minute mark, the captain of the prepared team will be given two options:

a.  Take the win. The offending team will be charged a forfeit fee.

b.  Allow the other team 5 more minutes to get the minimum number of players.

If the captain allows the unprepared team 5 additional minutes, this decision cannot be changed. If the team obtains the minimum number within the 5 minute period, the teams will play the remainder of the game and the result will stand. If the team cannot field the minimum number of players after the additional 5 minutes, the offending team will receive a forfeit and the prepared team will get the win. In any situation where a team does not have the minimum number of players at the scheduled start time, but obtains the minimum within the allotted time, the offending team will lose the right to protest the game.

***For record keeping and tie-breaking purposes, the inputted score for all forfeited or defaulted games for 7v7 Flag Football will be 24-10. This score was derived from taking an average score of past games played on the ASU Campus.***

If a team forfeits a game, all individuals who did not check-in will be charged a $5 individual forfeit fee. This fee needs to be paid by 12 pm on the day of their next regular season game in order to be cleared to play. If a team forfeits twice, they will be dropped from the league.

DEFAULTS

Captains can call the intramural office of the location of their game to default that game (meaning they don't have to pay a forfeit fee) by 12:00pm on the day of that game. They should call by 12pm Friday for games that are scheduled to take place on Sundays.

Downtown Intramurals Office Hours:Monday – Friday, 8 a.m. to 5 p.m.Intramurals Office Phone:602-496-7790Email:
Polytechnic Front Desk Hours:Monday – Friday, 6 a.m. to 11 p.m.; Saturday, 9 a.m. to 9 p.m.; Sunday, noon to 11 p.m.Front Desk Phone:480-727-1313Email:
Tempe Front Desk Hours:Monday – Friday, 10 a.m. to 4 p.m.Front Desk Phone:480-965-5835Email:
West Front Desk Hours:Monday – Friday, 6 a.m. to 11 p.m.; Saturday 9 a.m. to 9 p.m.; Sunday, noon to 11 p.m.Front Desk Phone:602-543-3488Email:

Coin Toss: The first half shall start at the center of the field for the coin toss, or similar decision (odds/evens). The captain winning the toss shall have the first choice of the following options: 1) choose in the first half or 2) defer to the second half. The appropriate captain shall:

a. choose whether his/her team will start on offense or defense, or

b. 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.

Playing Time:

1.)  Playing time shall be 40 minutes, divided into two halves of 20 minutes each.

2.)  The clock will run continually for the entire first half and the first 18 minutes of the second half, unless stopped for a time out.

3.)  During the final two minutes of the SECOND half, the clock will stop for an incomplete forward pass, out of bounds, scoring play, team timeout, first down, penalty and administration, referee timeout, touchback, & a team being awarded a new series. These are like high school or college timing rules.

Start each half: Unless moved by penalty, the ball shall be snapped on the 14 yard line to start each half.

Tie Game: (This applies to playoffs only) In case of a game ending in a tie score, the field captains shall be brought together and a coin toss will be flipped to determine the options, as in the start of the game. There will be only one coin flip during the overtime period. Field captains will alternate choices, if additional overtime periods are played. The winner of the toss shall be given options of offense, defense, or direction. Both teams will go in the same direction. Each team will be given four downs from the same ten yard line (ten yards for a touchdown). The object will be to score a touchdown. Each team has four downs to score (unless a new series is awarded). Try-for-points will be attempted following a score. All overtime periods are played toward the same goal line. The goal line shall always be zone line-to-gain in overtime.

Time-Outs: Each team is entitled to 2 charged time-outs PER HALF. Time outs do not carry over. Each team is entitled to one time-out during the entire overtime.

BALL IN PLAY, DEAD BALL

Ball Declared Dead: A live ball becomes dead and an official shall sound the whistle or declare it dead:

a. When any part of the runner other than a hand or foot touches the ground.

b. When a backward pass, fumble or muff touches the ground. A snap which hits the ground before or after reaching the intended receiver is dead at the spot where it hits the ground.

c. 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.

Protected Scrimmage Kick (punt):

a. The team captain may request a protected scrimmage kick on any down. The captain must declare to the referee if his/her team wants a protected scrimmage kick.

b. The kicking team must maintain at least 4 players (co-rec-5) within one yard of their scrimmage line until the ball is kicked. Neither team can cross their scrimmage line until the ball is kicked.

c. The kicker must kick the ball immediately upon receiving the snap.

d. A protected scrimmage kick which fails to cross the kicking team’s scrimmage line is dead where it hits the ground or is touched.

e. The ball may be advanced out of the end zone.

SNAPPING, PASSING AND HANDING THE BALL

Scrimmage Play

a. Only the center is required to be on the line of scrimmage when the ball is snapped.

c. 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 of the ball unless lost on downs.

d. Motion - Anyone who goes in motion must be only going parallel or backward at the snap. A player in motion is not considered to be one of the 4 players (5 players - Co-Rec) on the scrimmage line, and only one player may be in motion at the time of the snap.

e. Center may snap the ball between the legs or outside the legs.

f. The ball may only be moved with approval of the Referee due to poor field conditions.

Forward Pass

All players of either team 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 his/her team's offensive scrimmage line when the ball leaves the passer's hand. Only one forward pass may be thrown per down.

Pass Interference

Offensive Pass Interference: After the ball has been snapped and until it has been touched by a receiver, there shall be no offensive pass interference beyond team A's scrimmage line while the ball is in flight. PENALTY: 10 yards from the original line of scrimmage.

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 while the ball is in flight. 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. PENALTY: 10 yards from the original line of scrimmage.

SCORING PLAYS

Point Values

a. Touchdown------6 points

Female Score (Co-Rec only)------9 points

Female forward pass for TD------9 points

b. Safety------2 points

Successful Try-For-Point

a. Running or passing from 3 yards-----1 point

b. Running or passing from 10 yards---2 points

c. Running or passing from 20 yards---3 points

d. If a team B player intercepts a pass or aired fumble during the try, THEY CANNOT RETURN IT—DEAD BALL—CANNOT RETURN INTERCEPTIONS OR AIRED FUMBLES ON EXTRA POINT ATTEMPTS.

Mercy Rule