INTRAMURAL 7on7 PASSING LEAGUE FLAG FOOTBALL RULES
Except as designated below, any rules or play interpretations not discussed below will be covered by National Intramural-Recreational Sports Association Flag & Touch Football Rules Book and Official’s Manual.
Refer to the Intramural Sports Handbook for further information outlining the SDSU Intramural Sports Program.
SEC. 1 REGISTRATION
All registration and roster additions will be done through the FusionPlay App. Captains will create an account, choose a league that best fits their team’s playing ability, and enter their teammates information. Teams are placed in leagues on a first come first serve basis.
Free Agent: Free agents register through the FusionPlay App. Free agents are players who do not already have a team to play on. Free agents are not guaranteed a spot on a team if they request to join one.
SEC. 2 PARTICIPATION
Within each division (Men’s, Women’s, and Open), players may only participate with one organization or team in any sport during the same season. Players who participate in the aforementioned leagues can also participate on a Co-Rec team in the same sport in the same season. Greek players may participate in the same sport for another team during the same season as the Greek season.
Men’s Leagues are leagues in which the entire team is made up of those who identify as male.
Women’s Leagues are leagues in which the entire team is made up of those who identify as female.
Open Leagues are leagues in which those who identify as male, female, or another gender identity can participate on the team with no rules limiting number of male or female participants. This is also our most recreational friendly based league meaning that while these leagues are still competitive, we consider them to be our entry level leagues to Intramurals.
Co-Rec Leagues are leagues in which there are specific number requirements for Males and Females on the playing service at a given time along with some specialized rules that are enforced to increase fairness and equality within the game.
Greek Leagues are leagues in which all the members of the team must be current pledges or members of the organization.
SEC. 3 SPORT CLUB ATHLETES
Any individual who is rostered on one of the 22 Sports Club teams is eligible to compete in Intramurals. Teams may have no more than 3 sports club athletes for the same or related sport (e.g. club soccer players may not have more than 3 team members on the same soccer team, etc.). Any team found in violation of this will forfeit any games played where this rule was broken and be asked to remove players from the intramural team roster. Intramural teams are allowed to be composed fully of a sports club team in a none related sport (i.e. the club volleyball team can have a soccer team composed of all club volleyball players).
SEC. 4 FORFEIT FEE PROCEDURE
A team forfeits the game when they do not have the minimum number of players present at game time. The team will be given a loss and charged the forfeit fee ($40 for leagues and $25 for Tournaments). If the team forfeits two or more times in a season, they will be charged for each forfeit and will become ineligible for playoffs.
Default: If you know your team will not be able to meet the minimum number of players required to avoid a forfeit, a team has the option to take a Default. To avoid being charged a forfeit fee, come to the Aztec Recreation Center and fill out a default form. The default form must be filled out 24-48 business hours prior to your scheduled game. You will still be given a loss for the game, but it will not count as a forfeit, therefore the $40 fee will not be assessed. Default requests are accepted over the phone, email or in person.
SEC.5 CAPTAIN’S RESPONSIBILITES
As a team captain, you accept full responsibility for both yourself and your entire team. This includes ensuring that your team is prepared and present for the three scheduled league games when the schedule releases. If the team captain/representative is not able to make it to a game, teams can still play without them and have any other active team member sub in as the captain for the game
Failure to show up for a scheduled game will result in a forfeit fee, which will be strictly enforced. If you become aware that your team cannot attend a game, it is imperative that you notify the Intramural Sports office by emailing imsports@sdsu.edu with at least 24 to 48 hours' notice prior to the scheduled game. This policy applies without exceptions per SEC. 2 above
Team Captains are responsible for keeping their roster up-to-date and for adding players prior to the roster addition deadline. All roster additions must be completed through the registration site. No player will be added once the roster addition deadline has passed (up until the last regular season game). A player must have played in at least one regular-season game to be eligible for the post-season playoff tournament.
Your role as captain is critical to maintaining the integrity and flow of the league. Please take these responsibilities seriously to ensure a positive Intramural Sports experience for all.
SEC. 1 General Provisions
Art. 1 Number of Players
The game shall be played between 2 teams of 7 players each. Five (5) players are required to avoid a forfeit.
Art. 2 ARC Membership
Currently enrolled SDSU Students, Faculty or Staff with an active ARC Membership are allowed to participate. Prior to players first game participation each season, players must sign an intramural waiver. The Team Captain is responsible for monitoring the completion of his/her team’s risk form.
ALL PARTICIPANTS MUST PRESENT A PICTURE I.D. BEFORE PARTICIPATING. NO EXCEPTIONS. NO I.D., NO PLAY!
Acceptable forms of identification include:
Red ID’s or government issued IDs such as a driver’s license or passport will be accepted.
Individuals attempting to check in with someone else’s ID is subject to suspension per Aztec Recreation Policy. Both the individual attempting to check in and the individual that lended the ID will be suspended from all Aztec Recreation facilities for a minimum of 2 weeks.
Art. 3 Team Roster
Rosters are limited to 16 individuals. Teams may add players up to the point that (1) the roster limit has been reached or (2) until the roster addition deadline has passed. A player must have played in at least one regular-season game to be eligible for the post-season playoff tournament. Roster additions can be conducted by the team captain on the registration site. Additions must be done by noon of game day or noon of Friday for a weekend game for those changes to be reflected on the game roster.
All players not listed on the roster are ineligible to participate. Players may only participate on one team within the same league, (Open, Women’s, and Men’s are classified as the same league). Players may join any other team in a different league. The team captain/manager is responsible for monitoring the liability waiver/team roster.
Art. 4 Team Captains
Each team shall designate to the Referee the Team Captain or Captains. If more than one player is designated, a speaking captain must be selected to make all decisions. The Captain’s first choice of any penalty option shall be irrevocable. Decisions involving penalties shall be made before any charged time-out is granted to either team.
The Team Manager and/or Captain is responsible for all information contained in the Flag Football Rules and Intramural Sports Handbook.
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 Officials assigned to the game.
SEC. 2 The Field
Art. 1 Zone Markings
The field shall be a rectangular area 100 yards by 40 yards.
Art. 2 Team Area
On each side of the field a team area is designated for teams, coaches and authorized team attendants. All players and coaches shall stay between the 20-yard line at all times. Repeated violations of this rule will result in an unsportsmanlike conduct penalty.
SEC. 3 Game Equipment
Art. 1 The Ball
The official ball shall be pebble-grained leather or rubber covered and meet the recommendations of size and shape for a regulation football. There are no requirements regarding ball pressure and markings. Men shall use the regular size while women shall use the intermediate, youth, or junior size. The regular, intermediate, youth, or junior size shall be used for CO-REC games. The game ball will be provided by the Intramural staff.
Art. 2 Ball Spotters
Two soft and pliable ball spotters will be used during play. One, orange in color, will mark the offensive scrimmage line.
The second, yellow in color, will mark the defensive scrimmage line. The ball spotters will always be 1 yard apart.
SEC. 4 Player Equipment
Art. 1 Jersey
Each team shall wear shirts or jerseys with or without numbers that are of the same color. Players of opposing teams must wear contrasting colored jerseys or shirts. Jerseys must be either (A) long enough so they remain tucked in the pants/shorts during the entire down or (B) short enough so there is a minimum of 4” from the bottom of the jersey to the players waistline. The Referee will use a fist to measure the distance between the waistline and the bottom of the jersey.
Art. 2 Pants/Shorts
Each player must wear pants or shorts without and belt(s), belt loop(s), pocket(s) or exposed drawstrings. The pants or shorts must be a different color than the flags. NO POCKETS, NO EXCEPTIONS
Art. 3 Flag Belt
Each player must wear a one-piece belt, without any knots at the waistband, with three flags permanently attached, one flag on each side and one on the center of the back.
Art. 4 Shoes
All players must wear shoes, either soft-soled soccer/football-type cleats, tennis or turf shoes. All cleats must not exceed ½ inch in length. No metal may be exposed. No screw-in cleats are allowed, unless declared safe by Intramural Staff.
Art. 5 Headwear
Players may wear the Navy Watch-Style knit or stocking cap or a headband no wider than 2 inches and made of non-abrasive unadorned single-colored cloth, elastic, fiber, soft leather or rubber. Rubber or cloth elastic bands may be used to control hair.
SEC. 5 Illegal Equipment
Art. 1 Illegal Equipment
A player wearing illegal equipment shall not be permitted to play. This applies to any equipment, which in the opinion of the Referee, is dangerous or confusing. Types of equipment or substances which shall always be declared illegal include:
½ inch of closed cell slow recovery rubber or other material of similar thickness and physical properties.
SEC.1 Batting, Fumble
Art. 1 Batting
Batting is intentionally slapping or striking the ball with the hand or arm.
Art. 2 Fumble
A fumble is a loss of player possession other than by passing, or kicking the ball.
SEC. 2 Fighting
Art. 1 Fighting
Fighting is an attempt by any player or non-player to strike or engage an opponent in a combative manner unrelated to football. Such acts include, but are not limited to: attempts to strike an opponent(s) with the arm(s), hand(s), leg(s) or foot(feet), whether or not there is contact.
SEC. 3 Removing the Flag Belt
Art. 1 Flag Belt Removal
When the flag belt is clearly taken from the runner in possession of the ball the down shall end and the ball is declared dead. A player who removes the flag belt from the runner should immediately hold the flag above his/her head to assist in locating the spot where the capture occurred. If a flag belt inadvertently falls to the ground, a one-hand tag between the shoulders and knees constitutes capture. A player may leave his/her feet to remove the flag belt.
Art. 2 Contact
In an attempt to remove the flag belt from a runner, defensive players may contact the body and shoulders, but not the face, neck or any part of the head of an opponent with their hands. A defensive player may not hold, push or knock the runner down in an attempt to remove the flag belt.
SEC. 4 Screen Blocking
Art. 1 Screen Blocking
Screen blocking is legally obstructing an opponent without using any part of the body to initiate contact with him/her. The screen blocker must have their hands to the side or back. Any movement of the body to initiate contact from the screen blocker is illegal.
SEC. 1 The Start of Each Period
Art. 1 Forfeit Time
Game time is forfeit time. In the event of a forfeit, the score will be recorded as 17-0 in favor of the winning team.
Art. 2 Coin Toss (Rock, Paper, Scissors)
The Captain winning the toss (Rock, Paper, Scissors) shall have the choice of options for the first half or defer their option to the second half. The options for each half shall be:
SEC. 2 Game Time
clock
Two 20-minute halves with running clock except for the final two minutes of the
2nd half.
SEC. 3 Mercy Rule
Art. 1 Mercy Rule
If at the time, two minutes are left in the second half, the mercy rule will be enforced and the games shall end. The mercy rule will also be enforced at any time during the last two minutes:
(A) Open, Men’s, Women’s AND Co-Rec leagues-if a team is 19 or more points ahead.
SEC. 4. Overtime
Art. 1 Tie Breaker
Ties in the regular season will end as ties. In playoffs, the following procedure is utilized. Unless moved by penalty, each team will start 1st and goal from the 20-yard line. The object will be to score a touchdown. An overtime period consists of a series of 4 downs by each team. If the score is still tied after one period, play will proceed to a second period or as many as are needed to determine a winner. If the first team that is awarded the ball scores, the opponent will still have the chance to win the game. Unless moved by penalty, they will start 1st and goal from the 20-yard line. Tries will be attempted and scored as indicated in Rule 8. If the defense intercepts a pass or fumble and returns it for a touchdown, they win the game. If they do not return the interception or fumble for a touchdown, the ball will be placed at the 20-yard line and the original defense will begin their series of four downs, if available. Each team is entitled to one time-out per overtime period.
Art. 2 Pre-toss
In case of a game ending in a tie score, the Officials must bring all players and coaches of both teams to the center of the field. They will discuss the tie-breaker procedures and answer all questions prior to the coin toss (Rock, Paper, Scissors). After this meeting the field Captains will stay while the remaining players and coaches return to their respective sidelines.
Art. 3 The Coin Toss (Rock, Paper, Scissors)
The Referee as in the start of the game with Rock, Paper, Scissors. If additional overtime periods are played, field Captains will alternate choices. The winner of the toss shall be given options of offense, defense, or direction. The loser of the toss shall make the choice of the remaining options. All overtime periods are played towards the same goal line.
Art. 4 Fouls and Penalties
They are administered similar to the regular game. The offense shall be awarded a new series of 4 downs when an automatic first down foul is accepted. Dead ball fouls following a touchdown are penalized on the try. Live ball fouls committed by either team after the defense gains possession during a try or overtime shall be enforced at the succeeding spot. Dead ball fouls following a successful try will be penalized from the succeeding spot, the 10-yard line, if accepted.
SEC. 5 Time-Outs
Art. 1 Length of Time-Outs
Each team is allowed two 30-second timeouts per game. Each team is entitled to one time-out per overtime period.
SEC. 6 Delays
Art. 1 Unfair Tactics
The referee may order the game clock started or stopped whenever, in his/her opinion, either team is trying to conserve or consume playing time by tactics obviously unfair.
SEC. 1 Ball in Play – Dead Ball
Art. 1 Dead Ball Becomes Alive
A dead ball, after having been declared ready for play, becomes a live ball when it is snapped.
Art. 2 Ball Declared Dead
A live ball becomes dead and an official shall sound the whistle or declare it dead when:
SEC. 2 Out-of-Bounds
Art. 1 Player Out-of-bounds
A player or non-player is out-of-bounds when any part of him/her touches anything, other than another player or a game official who is on or outside the sideline or endline.
SEC. 1 A Series
Art. 1 Series of Downs
A team, in possession of the ball, shall have 4 consecutive downs to advance to the next zone by scrimmage. Any down may be repeated or lost if provided by the Rules.
Art. 2 Zone Line-to-Gain
The zone line-to-gain in any series shall be the zone in advance of the ball, unless distance has been lost due to penalty or failure to gain. In such cases, the original zone in advance of the ball at the beginning of the series of downs is the zone line-to-gain. The most forward point of the ball, when declared dead between the goal lines, shall be the determining factor.
Art. 1 Series of Downs
After a penalty which leaves the ball in possession of a team beyond its zone line-to-gain, or when a penalty stipulates a 1st down, the down and distance established by that penalty shall be 1st down with the next zone line-to-gain.
A penalty called before a change of possession (for example: an interception or turnover on downs). If the penalty is on the intercepting/defensive team, the offense keeps possession and is awarded how many yards the penalty is unless they decline said penalty. If the penalty is on the offensive team, the defense can choose to decline the penalty to take the result of the play or accept the penalty, which will keep the ball with the offense.
A penalty called after a change of possession (for example: an interception or turnover on downs). The ball belongs to whichever team had possession of the ball when the penalty occurred.
SEC. 1 Punting
Art. 1 No Punting
There will be NO punts.
Art. 2 4th Down
If a team is on 4th down, the offensive team must determine whether they will “punt” or go for the first down before getting set for the following play.
Art. 3 “Punt” Replacement
Should the offensive team decide to “punt”, the ball will change possession and the opposing team will take possession of the football at their own 20-yard. (Note it is the 20 yard line not the 14 where teams start after a Touchdown). Should the offense go for it and not convert the defense will take over possession of the football at the point of the field where the ball is.
SEC. 1 The Scrimmage
Art. 1 The Snap
The snapper/center shall pass the ball back from its position on the ground with a quick and continuous motion of the hands. They do not have to pass the ball between the legs. No defensive player shall use disconcerting acts or words prior to the snap in an attempt to interfere with the attacking player’s signals.
Art. 2 Ball Responsibility
Offensive players are responsible for retrieving the ball after a scrimmage down. The snapper will bring it from the huddle to the scrimmage line. A towel may be placed under the ball.
Art. 3 Stances
Players may NOT use a 3- or 4-point stance
SEC. 2 Prior to the Snap
Art. 1 Encroachment
Following the ready for play and until the snap no player on defense may encroach, touch the ball, nor may any player contact opponents in any other way to interfere with them.
This includes standing in the neutral zone to give defensive signals, or shifting through the zone. After the snapper has placed his/her hands on the ball, it is encroachment for any player to break the scrimmage line plane, except for the snapper’s right to be over the ball.
During the interval between scrimmage downs when the defensive team commits two or more consecutive encroachment fouls, the penalty will be 10 yards for the second encroachment foul.
Art. 2 False Start
No offensive player shall make a false start. A false start includes simulating a charge or start of play. An infraction of this rule may be penalized whether or not the ball is snapped and the penalty for any resultant encroachment shall be cancelled.
Art. 3 The Snap
The snapper, after assuming position for the snap and adjusting the ball, may neither move nor change the position of the ball in a manner simulating the beginning of the play until it is snapped. When over the ball, the snapper shall have his/her feet behind the scrimmage line.
Art. 1 Legal Position
Anytime at or after the ball is ready for play, each offensive team player must momentarily be within 15 yards of the ball before the snap.
Art. 2 Minimum Line Players
The offensive team must have at least 1 player on the scrimmage line at the snap. A player in motion is not counted as the player on the scrimmage line.
Art. 3 Motion
One offensive player may be in motion, but not in motion toward the opponent’s goal line at the snap. Other offensive players must be stationary in their positions without movement of the feet, body, head, or arms.
Art. 4 No Direct Snap
The player who receives the snap must be at least 2 yards behind the offensive scrimmage line. Direct snaps are illegal.
Art. 5 Shift
In a snap preceded by a huddle or shift, all offensive players must come to a complete stop and be stationary in legal position without movement of feet, body, head or arms for at least one full second before the snap.
SEC. 3 Passing the Ball
Art. 1 Quarterback
Upon the ball being snapped, the Quarterback has 5 seconds to release the ball or the play will be blown dead. The ball will return to the line of scrimmage.
Art. 2 Intentional Grounding
The QB, MAY intentionally ground the ball by throwing the ball into the ground or out of bounds to avoid a “sack”. The pass must be thrown forward for it to be considered incomplete and will be placed at the previous spot. Should the ball be thrown backwards or laterally, it will be considered a fumble, placing the ball at the spot (should the ball cross out of bounds).
SEC. 4 Backward Pass and Fumble
Art. 1 Anytime
A runner may pass the ball backward or lose player possession by a fumble anytime except if intentionally thrown out-of-bounds to conserve time.
If a backward pass or fumble is caught simultaneously by members of opposing teams, the ball becomes dead at the spot of the catch and belongs to the offensive team.
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 unless lost on downs.
Art. 1 Legal Forward Pass
All players 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 the offensive scrimmage line when the ball leaves the passer’s hand. QB is allowed to pass the line of scrimmage
but must retreat behind line of scrimmage to complete a pass.
Art. 2 Illegal Forward Pass
A forward pass is illegal if the passer’s feet are beyond the offensive scrimmage line when the ball leaves his/her hand.
SEC. 6 Forward Pass Interference
Art. 1 Contact
During a down in which a legal forward pass crosses the offensive scrimmage line, contact which interferes with an eligible receiver who is beyond the offensive scrimmage line is pass interference unless it occurs when 2 or more eligible receivers make a simultaneous attempt to reach, catch or bat a pass. It’s also pass interference if an eligible receiver is deflagged/tagged prior to touching the ball on a pass thrown beyond the offensive scrimmage line.
Art. 2 Offensive Pass Interference
After the ball is snapped, and until it has been touched by a receiver, there shall be no offensive pass interference by a receiver beyond the offensive scrimmage line.
Art. 3 Defensive Pass Interference
After the pass is thrown, and until it is touched, there shall be no defensive pass interference beyond the offensive scrimmage line while the ball is in flight. If the pass interference by either player is intentional or unsportsmanlike, his/her team shall be penalized an additional ten yards.
SEC. 1 Touchdown = 6 Points
Art. 1 Touchdown Value
All touchdowns are 6 points
Art. 2 Player Responsibility
The player scoring the touchdown must raise his/her arms so the nearest official can deflag the player. If the player is not deflagged with one pull and the official determines the flag belt has been secured illegally, the touchdown is not allowed. The player is disqualified.
SEC. 2 Try = 1, 2, or 3 Points
Art. 1 1, 2, or 3 Points
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 by running or passing only shall be granted to the team scoring a touchdown.
The Referee must speak to the field captain only, asking him/her whether the try shall be from the 3, 10, or 20-yard line. Once the offensive captain makes a choice, he/she may change the decision only when charged with a time-out. Enforcement of yardage penalties does not change the value of a try. If the defensive team intercepts a pass or fumble and returns it for a touchdown, they score the amount of points the attempt was. (Interceptions on the PAT can only be returned in the playoffs)
Art. 3 Next Play
After a try, the ball shall be snapped by the opponent of the scoring team at their own 14- yard line unless moved by penalty.
SEC. 3 Interceptions = 1 or 6 points
Art. 1 Non-Scoring Interceptions
If a Quarterback throws an interception, the defensive team is awarded 1 point plus possession being placed at the 40-yard line.
Art. 2 Scoring Interceptions
If an interception is returned to the endzone, the defensive team will be awarded 6 points. There will be no point after attempt after a scoring interception.
Art. 1 Momentum
When a defensive player intercepts a forward pass between his/her 5-yard line and the goal line and his/her original momentum carries him or her into the endzone where the ball is declared dead in his/her team’s possession behind the goal line, the ball belongs to the defensive team at the spot where possession was gained.
SEC. 1 Unsportsmanlike Conduct
Art. 1 Noncontact Player Acts
No player shall commit noncontact unsportsmanlike acts during a period or intermission. Examples include, but are not limited to:
Art. 2 Dead Ball Player Fouls
When the ball becomes dead in possession of a player, he/she shall not:
Art. 3 Prohibited Acts
There shall be no unsportsmanlike conduct by players, substitutes, coaches, or others subject to the rules. Examples include, but are not limited to:
Art. 4 Second Unsportsmanlike Foul
The second unsportsmanlike foul by the same player or nonplayer results in an ejection.
Art. 5 Sportsmanship Ratings
In order for a team to advance into the playoffs, it must receive an average sportsmanship rating of 3.5 or better during the regular season. During the playoffs a team must receive a sportsmanship rating of 3.5 or better EACH GAME to advance to the next round. Teams that fail to earn a 3.5 or better sportsmanship despite winning their game will result in that team automatically forfeiting their next round.
Sportsmanship ratings will be based on the following criteria and are given after each Intramural contest:
5 points: Team displays excellent sportsmanship while treating opponent with respect.
Players demonstrate excellent sportsmanship at all times. Team respects Intramural Sports Officials and Supervisors and accepts their decisions without gesture or argument. Maintains an attitude of complete cooperation with staff. Players always display self-control.
4 points: Team displays good sportsmanship. Team plays hard but within the rules. Team respects Intramural Sports Staff and generally accepts their
decisions without gesture or argument. Mostly cooperative with game Officials and opponent. Team Captain able to control his/her players.
3 points: Team competes without incident; wins without boasting, loses without excuses, and does not display any poor conduct. Neither cooperative nor disruptive towards staff. Team Captain unable to control all players on his/her team.
2 points: Team has a player or coach who is ejected for abusive language or remarks.
There is persistent questioning of game Officials’ judgment in the game and/or repeated arguing. Spectators, clearly related to the team, fail to cooperate with the Intramural Sports Staff.
1 point: Team has a representative (player/coach/fan) who is ejected for fighting.
Players are so antagonistic that the game can’t be played with proper order & control. Representatives of the team display uncooperative nature to Intramural Sports Staff. Players disregard warnings of unnecessary roughness by game Officials.
SEC. 2 Unfair Acts
Art. 1 Unfair Acts
No player, coach, or others subject to the rules shall use disconcerting words or phrases or commit any act not in accordance with the spirit of fair play for the purposes of confusing the opponent.
SEC. 3 Personal Fouls
Art. 1 Player Restrictions
No player shall commit a personal foul during a period or an intermission. Any act prohibited hereunder or any other act of unnecessary roughness is a personal foul. The penalty for a personal foul is 10 yards, and if flagrant, the offender will be ejected.
SEC. 4 Blocking
Art. 1 Offensive Screen Blocking
The offensive screen block shall take place without contact. The screen blocker shall have his/her hands and arms at his/her side or behind the back. Any use of the hands, arms, elbows, legs, or body to initiate contact during an offensive player’s screen block is illegal. A player must be on his/her feet before, during, and after screen blocking.
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.
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 officials.
SEC. 5 Runner
Art. 1 Guarding the Flag Belt
Runners shall not flag guard by using their hands, arms or the ball to deny the opportunity for an opponent to pull or remove the flag belt.
Art. 2 Obstruction of Runner
The defensive player shall not hold, grasp, or obstruct the forward progress of a runner when in the act of removing the flag belt or making a legal tag.
Art. 3 Charge
A runner shall not charge into nor contact an opponent in his/her path not attempt to run between two opponents or between an opponent and a sideline, unless the space is such as to provide a reasonable chance for him/her to go through without contact. If a runner in his/her progress has established a straight line of path, he/she may not be crowded out of that path but if an opponent is able to legally establish a defensive position in that path, the runner must avoid contact by changing direction.
SEC. 6 Illegal Participation
Prior to a change of possession, no player of either team shall go out-of-bounds and return during the down unless blocked out-of-bounds by an opponent. If a player is blocked out-of-bounds by an opponent and returns inbounds during a down, he/she shall return at the first opportunity. During the down, no player shall intentionally go out-of- bounds and return without possession of the ball.
SEC. 7 The Game
Art. 1 Number of Players
The CoRec games shall be played between two teams of eight players, four men and four women. A team must have at least 5 players present to start and continue a game. The five players must contain at least two members of the opposite sex. If a team only has two females, they can play with five players (two females and three males).
Art. 2 Game Ball
CoRec games will use the regular, intermediate, junior, or youth size football.
Art. 3 Mercy Rule
If a team is 19 or more points ahead when the Referee announces the 10-play series in the second half, the game is over. Prior to applying the Mercy Rule, there must be a down free of any accepted live ball fouls. If a team scores during the 10-play series in the second half and that score creates a point differential of 19 or more points, the game will end at that point.
Art. 4 Illegal Forward Pass
Art. 5 Running the Ball
There is no running of the ball. Any running in the ball will result in a penalty
SEC. 1 Player Ejection
Actions that are potentially dangerous to the participants of the game and/or conduct that is detrimental to the purpose of the program will not be tolerated.
No player(s) may physically intimidate or verbally abuse game Officials. Violations of this nature will be considered unsportsmanlike conduct and at the discretion of the Official may result in an ejection and removal from the contest. Any player ejected from a contest may not participate in his/her team’s next two games.
SEC. 2 Aggressive Acts
Acts of aggression or physical violence will not be tolerated. This includes throwing a punch, kicking an individual, or any other aggressive acts. Any player guilty of such an action immediately before, during, or after an Intramural contest shall be expelled from further participation in Intramural Sports for one calendar year (365 days).
A player, coach or bench personnel shall be ejected if he/she leaves the bench or coaching area to participate in an altercation. The penalty is an automatic two-game suspension.
In all cases, the Intramural Sports Handbook’s policies on “Fighting,” “Fighting with Intramural Sports / Campus Recreation Staff,” and “Team Disturbances” shall take precedence.
Whenever a participant suffers a laceration or wound where bleeding occurs, the player must leave the game and take necessary action(s) to stop the bleeding and prevent it from occurring again before re-entering the game. If a participant’s uniform becomes stained with blood, it must be removed before re-entering. The participant may use another number without penalty.
Participation in the Intramural Sports Program is completely voluntary. All participants run the risk of possible injury due to the inherent risks involved in the sport of flag football. Individuals are strongly encouraged to have a physical examination and purchase health and accident insurance prior to participation.
THE AZTEC RECREATION CENTER HAS NO INSURANCE FOR ITS PARTICIPANTS. INDIVIDUALS PARTICIPATE AT THEIR OWN RISK.
In the case of an injury during a scheduled contest, participants should immediately notify a staff member, game official, or site supervisor.