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Flag Football (Small Field Version)NUMBER OF PLAYERS: Each team should start the game with 6 players; a minimum of 5 is needed to avoid a forfeit. A player may play on only one team per sport. (Coed) A game played between two teams of 6 players, 3 men and 3 women. Teams with 5 players shall be 3 men and 2 women or 2 men and 3 women.LENGTH OF GAME: Playing time shall be 40 minutes, two halves of 20 minutes. Half-time shall be 5 minutes. A coin toss will determine who shall receive the choice of possession or side at the beginning of the game. If only one team is ready to play at game time, they will automatically have the choice. In the case of overtime, there will be a 3-minute intermission prior to starting overtime. Should darkness threaten the completion of a game, periods can be shortened by mutual consent of the captains, referee, and/or supervisor. Each team is allowed 3 time outs per game. MERCY RULE: If a team is 17 points or more ahead (23 points in Coed Football) when the Referee announces the two-minute warning for the second half, the game shall be over. If a team scores during the last two minutes of the second half and that score creates a point differential of 17 or more points (23 points in Coed Football), the game shall end at that point. OVERTIME (TIE GAME): If the game score is tied after regulation time then a coin toss will determine who will get the ball & side. Each team will have the chance to score in a series of 3 downs from the 10-yard line. If the score is still tied after each team has had a try, a second series is played, and so on until a winner is determined. FREE KICK: Spot throws made after a score and at both the beginning of the game and at half time. If a throw goes beyond the 60-yard line the ball will be place on the 40-yard line. PUNTING: If the offensive team elects to punt, the ball will be taken to the 40-yard line where the receiving team will take possession. LINE OF SCRIMMAGE: The offensive team must have a minimum of 3 players on the line of scrimmage. Once the center has placed his hands on the ball no offensive player may enter the neutral zone. Not contacting an offensive player the defense can enter the neutral zone as long as they are clearly out of the neutral zone at the time of the snap. Not following these rules warrants a false start, off sides, or encroachment call. MALE RUNNER: (Coed) The offensive team males cannot advance the ball through their scrimmage line. Penalty: Illegal Procedure, 5 yards from the previous spot. There are no restrictions: during a run by a male runner once the ball is beyond the offensive scrimmage line; during a run by a female runner, and after a change of possession. OPEN vs. CLOSED PLAYS: (Coed) During the offensive team's possession there may not be 2 consecutive legal forward pass completions from a male passer to a male receiver. The next legal forward pass completion must involve either a female passer of a female receiver for positive yardage. All plays are OPEN until positive yards are gained on a passing play that involves a male QB and a male receiver. After a male-to-male completion for positive yards, the next play shall be CLOSED, and will remain closed until positive yards are gained on a passing play that involves either a female QB or a female receiver. All closed play violations shall be penalized as illegal forward passes, (5-yard penalty). There are no other restriction concerning a male passer completing legal forward passes to a female receiver, or female to female, or female to male. Any foul, whether accepted or declined, shall have no effect on whether the next legal forward pass completing is "OPEN" or "CLOSED". If female ball carriers run the ball for positive yardage on a CLOSED play, there is no penalty, but the play shall remain closed. BACKWARD PASSES AND FUMBLES: A player may not intentionally throw a backward pass out of bounds to conserve time or to avoid being downed. This will be penalized as an illegal pass (loss of 5 yards) that will result in a loss of down and the clock will start on the ready for play. If in doubt, the pass is backward. Once a ball has touched the ground the ball is considered dead. FORWARD PASSES AND INTERCEPTIONS: If a player is in the air attempting to catch a ball, the player must contact the ground with at least one foot in-bounds with the ball in their possession prior to going out of bounds, unless contact by an opponent causes the player to first touch out-of-bounds. If possession of the ball is lost simultaneously when they hit the ground, it is not a catch. If members of opposing teams catch a forward pass simultaneously, the ball is dead at that spot and belongs to the team that snapped the ball. Interceptions are dead ball situations in which the team that intercepted the ball will take possession on the 40 yard line. PASS INTERFERENCE: It is pass interference if an eligible receiver is deflagged or touched prior to touching the ball on a pass thrown beyond the offense's line of scrimmage. If the pass interference by the defense is intentional an/or unsportsmanlike, the defense may be penalized an additional 10 yards. SCORING: SAFETY: If a player carries the ball behind the 60-yard line the ball becomes dead while in their possession, it is a safety. If a team commits a foul, and the penalty yards result in the ball being placed beyond the 60-yard line, it will be declared a safety. A team recording a safety will receive two points, and the opposing team (the team who was scored upon) will free kick (spot throw) the ball from the back of the end zone (one foot on the line). PERSONAL FOULS: Any act listed below or any other act of unnecessary roughness is a personal foul. Players shall not:
SCREEN BLOCKING: Screen blocking shall take place without contact. The blocker shall have their hands and arms at their sides or behind their back. A screen blocker can not use their hands, arms, elbows, legs or body to initiate contact. If they do use contact it will be called a Personal Foul. Screen blockers may not: STIFF-ARMING: Stiff-arming is not allowed; a personal foul will be called, and if warranted an unsportsmanlike conduct or ejection will result. OBSTRUCTING THE RUNNER: A defensive player shall not hold, grasp, or obstruct the forward progress of the runner when attempting to remove the flag belt. THE FLAG BELT: All shirts must be tucked in, and are not permitted to hang over the flag belt. Should a player lose their flag belt legally or illegally during a down and should that player gain possession of a live ball, that player will be considered down at the point. When a player scores they must immediately raise their hands and allow an official to remove their flag belt. This is done to insure that the flag belt has not been illegally secured. If the belt has been illegally secured the score is disallowed, the player ejected and a 10 yard Unsportsmanlike Conduct penalty will be administered from the previous spot. Player must have possession of the ball before they can legally be deflagged. It is illegal for a defensive player to intentionally pull a flag from an offensive player who is not in possession of the ball. In cases where a flag belt is removed illegally, play should continue with the option of the penalty of the play (Penalty: Personal foul, 10 yards). GUARDING THE FLAG BELT: Runners shall not flag guard by using their hand, arms, or the ball to deny the opportunity for an opponent to pull or remove the flag belt. Flag guarding includes:
OFFICIAL'S AUTHORITY: An official assumes authority 15 minutes prior to the scheduled game time, and until they have left the field. The officials have the authority to rule on any situation not specifically covered in the rules. His/her decision is final, unless ruled otherwise by the Director of Intramural Sports. The official has the right to eject player or have them sit out of part or all of the game. Fans, coaches, and spectators are a part of a team and any fouls they commit will go against their team. |