Flag Football Rules

The rules governing this Intramural Sports activity consist of rules used by the National Intramural-Recreational Sports Association (NIRSA) and rules unique to the CMS Intramural Sports Program. This rules sheet is not meant to be all-inclusive; rather, it is a summary of the more common rules, policies and procedures used by the Intramural Sports Program. Important policy information can be found in the Intramural Sports Participant Handbook, which is available on our Web site. Additionally, all information contained on this sheet is subject to change without notice. All players are responsible for reading this document and understanding the rules, policies and procedures prior to participating in this activity.

 If you have any questions, comments or concerns, please contact us via e-mail at CMS.Intramurals@gmail.com

I. Conduct/Sportsmanship

  1. Good sportsmanship is essential during all Intramural Sports activities. Individuals or teams who demonstrate poor sportsmanship may be dropped from a league or event at any time.  Additionally, teams that do not maintain an acceptable sportsmanship rating will be ineligible for the playoffs.  For additional information concerning the sportsmanship rating system, please refer to the Participant Handbook.   
  2. Team Managers: Team managers are responsible for all team members and spectators. Obscene or abusive language by participants or spectators will not be tolerated and will be penalized towards the competing team accordingly. Team managers are expected to inform all participants of rules and policies prior to participation.
  3. Team Captains: One of the players signed in for a game shall be designated the team captain. The captain is the representative of his/her team and may address officials on matters of interpretation or to obtain essential information in a courteous manner only, provided it does not disrupt the flow of the game.
  4. Ejection/Suspension: Any player who is ejected for any reason will be subject to additional disciplinary actions.  Any player ejected is automatically suspended from participating in any intramural sports activity until a meeting with a professional staff member has occurred.  To schedule a meeting with a professional staff member, please call (909) 607-8331.  If a meeting does not occur within three business days of the ejection, additional disciplinary actions will be taken.  These actions may include any of the following or any combination of the following: suspension from the Intramural Sports program, permanent suspension from the Intramural Sports program, referral to the Dean of Students Office for review, and/or referral to Campus Security for review. 

Fighting Policy: Fighting (physically striking, kicking, or attempting to strike or kick another player, spectator or staff) will not be tolerated. Players involved in a fight will be immediately ejected and will be subject to additional disciplinary actions, which will include suspension from the Intramural Sports program and may include referral to the Dean of Students and/or Claremont Campus Security for a possible assault and/or battery case.

II. Injuries

  1. We (the Department of Athletics and Physical Education) are not responsible for any injuries that occur while participating in the Intramural Sports program.
  2. All participants are encouraged to obtain a physical exam prior to participating in any physical activity.  Additionally, participants are encouraged to maintain adequate personal health insurance while participating.
  3. In the event an injury occurs during an intramural sports activity, please immediately notify the official or supervisor who is working the contest so arrangements can be made to treat the injury and to complete an injury report. If needed, staff members can call for an ambulance to assess the injury and/or transport the injured participant to the hospital.        

III. Eligibility

  1. All intramural sports activities are limited to Claremont McKenna, Harvey Mudd or Scripps students, Faculty and/or staff. All others are prohibited from participating in any CMS organized intramural sports activities.
  2. Photo Identification: All participants are required to present a valid Claremont McKenna, Harvey Mudd or Scripps identification card prior to participating. Individuals unable to do so will not be allowed to participate. Any team unable to begin a game with the minimum number of players will forfeit the game.

IV. Team Rosters

  1. The official game roster will consist of the team roster that is created by registering the team and its individual members on the Intramural Sports program scheduling website (http://claremont.athleague.com).
  2. Teams must have a minimum of seven (7) players (eight for Co-Rec) on their roster and a maximum of twenty (20) players are permitted.
  3. Roster additions are allowed through the completion of a team’s last regular season game.  Players may be added in-person but still must complete their player profile online to be a part of the team.
  4. Only the names of those players present at game time are allowed to appear on the scorecard.  Players arriving late are allowed to be added to the scorecard without penalty provided they do so prior to entering the game.  Supervisors on site can approve late additions to rosters.
  5. Restrictions:
    1. Current varsity athletes are not allowed on rosters for corresponding sports. This includes anyone who has practiced or played with an intercollegiate sports team at any time during the academic year. Former varsity athletes are only allowed to play in the highest skill division offered for each sport (typically A).
    2. Any participant who is or has been a professional player or athlete is ineligible to compete in the sport or its related sport in which he/she was a professional. A professional player or athlete is defined as one who has received monetary remuneration for his/her athletic services.

V. Players & Substitutions

  1. Teams are comprised of seven (7) players. A team may not begin or continue a game with less than five (5) players (Unless there is a clear chance to win the game. Normal rules and penalty enforcement still apply.)

      Co-Rec: Teams are comprised of eight (8) players, including four (4) men and four (4) women. Teams with seven (7) players shall be 4 men and 3 women or 4 women and 3 men. Six (6) players (3 men and 3 women, 4 men and 2 women or 4 women and 2 men) are required to start the game and avoid forfeit. The game may continue with less than 6 players as long as the team has a chance to win.

  1. Substitutions are only permitted on dead balls. 

VI. Equipment

  1. Illegal Equipment/Jewelry: Referees will not permit any player to wear equipment which in his/her judgment is dangerous or confusing to other players or is not appropriate.

Illegal items include, but are not limited to:

  1.  
    1. A guard, cast or brace made of made of hard and unyielding leather, plaster, pliable (soft) plastic, metal, or any other hard material. Even if covered by soft padding, these items are not allowed when worn on the elbow, hand, finger, wrist, or forearm. Leg braces and knee braces must be covered with at least one half of an inch of slow recovery rubber or other similar padding so that no metal or hard edges are exposed.
    2. Head decorations, headwear and jewelry, including earrings, wedding rings or bands, other rings, necklaces, bracelets, rubber bands, Lance Armstrong and other soft bracelets, metal barrettes, bandanas, baseball caps, and headgear with a bill or hard, unyielding outer surface.
    3. Costumes or any other outfit that may be considered unsafe by the official (e.g. chicken or cow suits)
    4. Exception: Medical alert bracelets or necklaces may be worn if taped down. Also, a headband no wider than two (2) inches and made of non-abrasive, unadorned single-colored cloth, elastic, fiber, soft leather or rubber may be worn. Rubber/cloth elastic bands used to control hair may be worn.
    5. Officials will not permit any player to participate if (in his/her judgment) items such as a player’s fingernails or hairstyle may constitute a safety concern.
  2. Jerseys: Teams are encouraged to wear the same colored jersey.
  3. Shorts/Pants: Players must wear basketball or athletic type shorts/pants. Shorts/pants must not have pockets, pouches, loops, belts, zippers, buckles, buttons, or snaps. Shorts may not be worn inside out.
  4. Shoes: All players must wear shoes. Standard sneakers, molded one-piece rubber soled shoes and multi-turf shoes are permitted. Shoes which have metal or hard plastic spikes or any other exposed metal are illegal.
  5. Flags: Each player must wear the one (1) piece, triple-flag belt provided by the department. Flags should be worn with two (2) at the sides and one (1) at the rear.
    1. Wrapping, tying or in any way securing the flag to the uniform or belt other than by prescribed rules is illegal and is grounds for ejection.
    2. Flags must not be hidden under the shirt, jersey or scrimmage vest (i.e., all shirts, jerseys, or scrimmage vests must be tucked in.
    3. Knotting or tying a flag in a manner deemed inappropriate by the official is prohibited and may be grounds for ejection of the violating player.

Ball: A ball will be provided for each game, each team may provide its own football. Men’s teams must use a large (regulation) size football (Co-Rec: Teams may use a junior size football while on offense.)

Each team is responsible for ensuring that the selected ball is on the field prior to their offensive set of downs. The Offense is responsible for the ball during every play. The official does not place the ball, nor will they get the ball for you after any long offensive play.

VII. Length & Game Time

  1. The clock will begin running at game time! Teams not present with the required minimum number of players ready to play ten (10) minutes after start time will forfeit the game and it will not be played.
  2. Games will consist of four (4), nine (9) minute quarters with the clock running continuously until the Two Minute Warning of each half. From that time on, the clock will stop in the following situations:
    1. Scoring (touchdown* and safety*)
    2. Time-Outs (team* and official^)
    3. Incomplete pass*
    4. Out-of-bounds*
    5. First down^
    6. Penalty and administration^
    7. Touchback*
    8. The awarding of a new series of downs*
    9. An inadvertent whistle^

10.  Following first touch^

11.  A team attempting to conserve time illegally-starts on the ready^

12.  A team attempting to consume time illegally-starts on the snap^

Note: During situations with an *, the clock will start of the next snap of the ball. During situations with an ^, clock will start when the referee signals the ball ready for play. Extra point conversions are untimed downs.

  1. Halftime will be three (3) minutes long.
  2. No extra periods will be played during league play in the regular season. All games will end as a draw if the score is tied at the end of regulation.
  3. Time-Outs: Each team is allowed two (2), thirty-second time-outs to be used at any time throughout the game. During playoffs, unused time-outs do not carry over to overtime; however, each team will be allowed one (1), thirty-second time-out per overtime period.

VIII. Scoring

A.Touchdown = 6 points

Co-Rec: Touchdowns scored by women (as a rusher, receiver or passer) are worth nine (9) points.

B.Safety = 2 points

C.Extra Points:

  1. From 20 yard line = 3 points
  2. From 10 yard line = 2 points
  3. From 3 yard line = 1 point
  4. No field goals are allowed.

E. Defense CAN return extra point attempts for three (3) points.

IX. Game Rules

  1. Play will be generally governed by standard NIRSA (National Intramural-Recreational Sports Association) flag football rules except where Intramural Sports rules allow for variation.
  2. B.    All Penalties can be accepted or denied. No advantage can be gained from a deliberate penalty.

 Offensive rules to note:

    1. Start of the Game: No kickoffs, the ball will be put in play from the offensive team’s 14 yard line.
    2. Downs: Teams have four downs to reach a new zone (marked at both 20 yard lines and the midfield 40 yard line) or score a touchdown. Otherwise, they turn the ball over on downs.
    3. Line: The offensive team must have a minimum of four (4) players on the line of scrimmage and all players must be within fifteen (15) yards of the ball during the huddle.
    4. Snap: Teams have twenty-five (25) seconds to snap the ball after the referee signals the ball ready for play. No direct snaps under the center are allowed. The person receiving the snap must be at least two (2) yards behind the line of scrimmage. Except for a player who is in legal motion at the time of the snap, all offensive players must be set for a full second before the snap.
    5. Blocking: Offensive screen blocking shall take place without contact. The screen blocker shall have his/her hands and arms at his/her sides or behind his/her back. Any use of the arms, elbows, or legs to initiate contact during an offensive player’s screen block is illegal. A player 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.
    6. Carrying the ball: Carriers shall not strike, slap, or stiff arm an opponent to prevent them from reaching the carrier’s flag. Carriers may also not run through a defensive player and must attempt to evade the defense.
    7. Fumbles: A fumbled ball or muff which strikes the ground becomes dead at that spot and belongs to the last team in possession unless they turn the ball over on downs.
    8. Passing: All players are eligible pass receivers. (Except during closed plays in a Co-Rec game.)

 Defensive rules to note:

    1. Line: Prior to the snap, the defense shall not line up within one (1) yard of the line of scrimmage. The neutral zone must always be maintained (indicated by an orange and a yellow cone).
    2. Downing: Ball carriers are considered downed when the flag is clearly taken from them (the buckle clearly breaks) or if a knee touches the ground. The defense may not hold or run through a ball carrier and must “play the flag.” If the flag belt inadvertently falls to the ground, a one-hand tag between the shoulders and knees constitutes downing. All plays are marked from the spot of the ball when the flag is pulled.
    3. Tackling: Tackling is strictly prohibited. If a defensive player tackles a ball carrier who, in the judgment of the official, had an open field for a touchdown, a touchdown will be awarded. The defensive player will be disqualified and a penalty will be enforced. Defensive players are also not allowed to push ball carriers out-of-bounds.
    4. Rushing: 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. The following actions are prohibited: any contact, spearing, or arms extended away from the body (except for making a football move like receiving the ball).

 Special teams/kickoff rules to note:

    1. No kickoffs will take place. The ball will be put in play from the offensive team’s 14 yard line.
    2. In the event of a safety, the team that scored will also be awarded the ball at its 14 yard line.

 Special teams/punting rules to note:

    1. Quick kicks are not allowed. A punt must be declared by the offensive team to the official and may be made during any down. When declared, the ball must be kicked while the offense has a minimum of four (4) players on the line of scrimmage. The defensive team may not rush the punter, and the offensive team must stay on their side of the line of scrimmage until the ball is kicked. No screen blocking may occur during the punt or return.
    2. While a punt is in the air, the kicking team may not touch the ball, touch a receiver, or obstruct a receiver’s path to the ball.
    3. Any punt which crosses the goal line is dead and ruled a touchback. However, punts caught in the end zone may be returned.
    4. The ball will remain live after a kick (It will not be called dead where it hits the ground) If the return team muffs a punt and the ball falls to the ground, the ball is dead and the receiving team takes possession where the ball hits the ground.

 G.    Co-Rec rules to note:

    1. Offense/running the ball: Advancement from behind the line of scrimmage to beyond the line of scrimmage is restricted to only females. A Male runner cannot advance the ball through the line of scrimmage (Penalty: illegal male advancement – 5 yards) unless a legal forward pass beyond the line has occurred. Laterals may be made by either sex to either sex once beyond the line of scrimmage.
    2. Open/closed plays: During the offensive team’s possession there may not be two (2) consecutive legal forward pass completions from a male passer to a male receiver. If a male passer completes a legal forward pass to a male receiver, the next play is “closed,” meaning the next legal forward gain must involve a female passer or female receiver and result in positive yards. Plays remain closed until this occurs. Once positive yards are gained with a female passer or receiver, the following play is then “open,” meaning a male-to-male completion is allowed. This rule applies to an entire drive, including the try for extra point(s) after a touchdown. * Note: A female runner who crosses the line of scrimmage DOES NOT open the play (must have a legal forward pass from behind the scrimmage line) If two (2) consecutive passing plays involve only males, an Illegal Forward Pass penalty will be assessed. However, penalties, whether accepted or declined, have no effect on open/closed play status.

Exception: A defensively tapped ball can be caught and advanced by anyone at any time.

  1. Offense: Teams must have at least five (5) players on the line of scrimmage at the snap.

 G. General Penalties (For a more detailed list of penalties and enforcements please see the NIRSA Rulebook)

 

Five (5) Yard Penalties

Ten (10) Yard Penalties

Fifteen (15) Yard Penalties

Illegal procedure

Delaying start of any period

Unsportsmanlike conduct**

Encroachment

Offensive pass interference*

Unduly rough or flagrant conduct***

Illegal snap

Defensive pass interference^

 

Less than four (4) people on line

Less than five (5) on line (Co-Rec)

Blocking (using hands, arms, etc.)

Knotting, wrapping, or tying flag illegally***

Delay of game

Striking, kicking, kneeing

 

Illegal motion or shift

Tripping or striking head or neck

Note: * indicates loss of down

False start

Illegal participation

        ^ indicates automatic first down

Clothing covering flag / Illegal shorts

Roughing the passer^

 

Intentional grounding*

Quick kick

       ** ejection after 2 penalties

Illegal forward pass*

Illegal hurdling or diving

     *** automatic ejection

 

Stiff arming

 

 

Guarding the flag

 

X. Protests

  1. Protests based on judgment calls by the officials will not be accepted.
  2. The officials and supervisors assigned to the game will make decisions regarding any rule interpretations not covered in these rules or those outlined by the NIRSA rule book.
  3. Supervisors can be used for rule clarification only and cannot overturn judgment calls made by officials.
  4. Rule interpretation protest: Team captains wishing to protest a rule interpretation must do so immediately. The protesting captain must inform the official of the protest at the time of the disputed play. The official will explain the ruling and interpretation. If the captain still wishes to protest, the supervisor will be notified and the dispute will be handled prior to the next play. Play will resume once the protest has been upheld or denied. If a solution cannot be made, the game will continue under protest (which after review could change the outcome of the game) Once the official signals for the next play to begin, a protest may not be made.
  5. Eligibility protests Eligibility protests may be filed with an intramural sports staff member immediately before, during or after (up to 10 minutes after) the contest or event in which an alleged ineligible player participated.  Failure to complete and return the protest form in a timely manner will result in the inability to protest the contest or event.  If the protest is upheld and the participant(s) was ineligible, that game, as well as any others that the ineligible participant(s) played in, will be forfeited.