Auburn Intramural Sports Flag Football Rules

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1 Auburn Intramural Sports Flag Football Rules Players may ONLY play on one intramural team, regardless of league. Players violating this rule are subject to disqualification from Auburn Intramural Sports. ***Exception*** A team may add as many players as they need to avoid a forfeit. Once a team has reached six (6) players, they may not add any more players. Once regular team players have arrived, the team must drop the players it picked up to avoid forfeit. During playoffs, any players added MUST NOT have played on any other team throughout the regular season. ***Exception*** A player may play on ONE Men s (NOVICE, INTERMEDIATE, ADVANCED), Women s, Fraternity, Sorority AND ONE COREC team. ID s: Supervisor/Referees will check player IDs. Players will be asked to line up on the sideline and wait for their name to be called. Once your name is called, you will show the supervisor/referee that you have no illegal equipment (steal cleats, shorts/pants with pockets or belt loops, jewelry etc.) and they will match the name on the card to the name on the score sheet. Game Time: GAME TIME is Forfeit time. Any team not having enough players at forfeit time shall be ineligible to play and the game shall be recorded as a forfeit. Eligibility: The only protests that are heard are those regarding eligibility. Protests must be made within 24 hours of the game in question. All protests need to be taken to the Auburn Intramural Field House. There, you will fill out an official protest form and the protest will be given to the Intramural Coordinator. All decisions made are final. Special rules regarding club sports athletes, varsity athletes, sorority and fraternity members are listed in the Auburn Intramural Handbook. Field Layout: The field dimensions are 100 yards by 40 yards. The playing field is divided into four 20-yard zones with 10-yard end-zones. The lines bounding the sidelines and the end zones are out-of-bounds. Each team box is a designated area for players and spectators. Each box is marked between the 20- yard to 20-yard line and will be marked in orange. Players and spectators must stay within this team box. Game/Player Equipment (Required/Optional/Illegal): 1. Game Ball Each team must provide their own football. Footballs can be checked out from the Intramural Field House with an Auburn University ID. The official ball shall be pebble-grained leather or rubber covered. Men s teams will use Men s size football. Women s teams will use Junior size football, but may use Men s size if they wish. There are no requirements regarding ball pressure and markings. 2. Jerseys, shorts/pants, shoes, headgear Jerseys may not have pockets, holes, or a button placket. All team members must wear the same shade of color shirt. Jerseys must be long enough so they remain tucked in the pants/shorts the entire down Each player must wear pants or shorts without any belt(s), belt loop(s), pocket(s), holes, or exposed drawstrings. Pants or shorts must be a different color than the flags. Pants or shorts may not be turned inside out, and pockets may not be taped. All players must wear shoes made of canvas, leather or synthetic material, which cover the entire foot. Players may wear a knit stocking cap. The cap must have no bill. Players may wear a single-colored headband no wider than 2. Players may wear pliable and non-rigid sunglasses. A player wearing illegal equipment shall not be allowed to play. 3. Illegal Equipment Types of equipment that shall be declared illegal include: * Headwear containing any hard, unyielding, stiff material, including billed hats, or items containing exposed knots, such as bandanas. * Jewelry and rubber bands of any kind. * Pads or braces worn above the waist. * Shoes with metal, ceramic, screw-on, or detachable cleats.

2 * Jerseys that have been altered in any manner which produces a knot-like protrusion. * Leg and knee braces made of hard, unyielding material, unless covered on both sides and all edges. * Towels may not hang from a participant s waist. Coin Toss: The captain winning the toss shall have the choice of exercising options for the first half or shall defer his/her option to the second half. The options are: Offense, Defense, Defend End-zone(s) or Defer option to 2nd half. ***Note that if the captain winning the toss chooses Defense or Defend End-zone(s), he/she will not have the choice of Offense, Defense or Defend End-zone(s) in the second half. The captain not having the first choice of options for a half shall exercise the remaining option. Game Time: Game time will be two 25 minutes halves, running clock. The clock will run continuously for the first 24 minutes of each half unless stopped for officials time out, or injury. Half- time will be 5 minutes. During the last minute of each half, the clock will stop and resume for the following situations: * Incomplete legal or illegal forward pass starts on the snap. * Out-of-bounds starts on the snap. * Safety starts on the snap. * Team time-out starts on the snap. * First down starts on whistle. * Touchdown starts on next offensive snap (Point Tries are untimed) * Penalty and administration dependent on the previous play (except delay of game starts on snap.) * Referee s time out starts at his/her discretion. * Touchback starts on the snap. * Team attempting to conserve time illegally starts on whistle. * Team attempting to consume time illegally starts on snap. Game play/end of half or game: Play at the beginning of each half will start at the offense s 10 yard line. The ball must be put in play promptly and legally and any action or inaction by either team, which tends to prevent this, is delay of game. This includes: * Failure to snap within 25 seconds after the ball is whistled ready for play. * Putting the ball in play before it is whistled ready for play. There is no time added to the clock during a down with an inadvertent whistle. The offense has the option of replaying the down or taking the ball at the spot at which the whistle was blown. A half must be extended by an untimed down, if during the last timed down, one of the following occurred: * There was a foul by either team and the penalty is accepted. * There was a double foul. * If a touchdown was scored, the point-after-try is attempted unless the touchdown is scored during the last down of the second half and the point(s) would not affect the outcome of the game. Timeouts: Each team is entitled to two (2) charged time-outs during each half. All timeouts are 45 seconds unless both teams are ready to play before the time is up. An injury timeout shall not be counted toward a team s regular allotment of timeouts. Overtime Rules: During the regular season, there will be an overtime period. Overtime will continue until a winner is determined. Overtime periods are played toward the same goal. The two choices for the team that wins the toss are: offense/defense, or end zone. Unless moved by penalty, each team will start first down and goal from the 10-yard line. The team will have four downs to score, unless awarded first down automatically, or a penalty allows for repeating the down. Each team is entitled to one timeout per overtime period. The goal shall always be the zone line-to-gain in overtime. The defensive may intercept a pass or fumble (if the ball does not hit the ground) and return it for a touchdown.

3 Live Ball/Dead Ball/Out-of-Bounds: A live ball becomes dead and an official shall sound the whistle or declare it dead: * When it goes out-of-bounds, * When any part of the runner other than a hand or foot, or the ball in hand touches the ground. * When a touchdown, touchback, safety, or successful point-after-try is made. * When a forward pass strikes the ground or is caught simultaneously by opposing players * When the ball strikes the ground on a punt after first being touched by a player * When a backward pass or fumble by a player strikes the ground or is caught simultaneously by opposing players. * A ball snapped, which hits the ground before or after getting to the intended player is dead at the spot where it hit the ground. * When a runner has a flag belt removed legally by a defensive player. A flag belt is removed when the belt is completely off of the player with the ball * When a runner is legally tagged with one hand between the shoulders and knees, including the hand and arm when the flag belt inadvertently becomes detached, Unless the player has failed to secure the flag belt properly. In which case the runner is down at the spot his flag became detached. No substitute can enter during a down. An incoming substitute must enter the field directly from the team area. A replaced player must leave the field at the sideline nearest his/her team area prior to the ball being snapped. No substitute shall become a player and then withdraw, and no player shall withdraw and then reenter as a substitute unless a penalty is accepted or there is a charged timeout. During an offensive series, 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 case, the original zone in advance of the ball at the beginning of the series of downs is the zone line-to-gain. A new series of downs shall be awarded when a team moves the ball into the next zone on a play free from penalty; or a penalty against the defense moves the ball into the next zone; or an accepted penalty against the defense involves an automatic first down; or either team has obtained legal possession of a ball as a result of a penalty, punt, touchback, pass interception, or turnover on downs. Down and Possession After a Penalty: After a penalty which puts the ball in possession of a team past its zone line-to-gain, or if a penalty stipulates a first down, the down and distance established by that penalty shall be first down with the next line-to-gain. If a foul/penalty occurs before a change of possession, the down will be repeated unless the penalty incurs a loss of down, or if the penalty leaves the ball on or beyond the line-to-gain. No rule interpretation may be asked for after the next ball is legally snapped. Snapping/Handling/Passing the Ball: All plays must be started by a legal snap from a point on or between the hash marks. It is the responsibility of the team on offense to retrieve the ball after each down. After the head referee blows his/her whistle signaling ready-for-play, no player on defense may encroach, touch the ball, or make contact with opponents (verbally or physically) in a way which interferes with them. * This includes standing in, over and shifting through the neutral zone. No offensive player shall make a false start or simulate the start of a play. The offensive team may be penalized whether the ball has snapped or not and any defensive encroachment penalty which occurs as a result of the offensive false start, shall be canceled. When snapping the ball, after assuming position for the snap and adjusting the ball, the center may not move nor change position of the ball in a manner which simulates the beginning of a play. The center, when over the ball, MUST have both his/her feet behind the line of scrimmage. The ball DOES NOT have to be snapped between the legs, but it MUST be snapped in a CONTINUOUS motion which started from the ground. Each offensive player MUST BE within 15 yards of the ball until it is marked ready-for-play The offensive team MUST have four (4) players on or within one (1) yard of their line of scrimmage before the ball is snapped.

4 Only one (1) offensive player may be in motion during the snap, however, it MAY NOT be toward the opponents goal. If two (2) offensive players are in motion before the ball is snapped, both players must stop for one (1) second and ONLY then may one (1) player return to motion. The player who is receiving the snap from the center MUST BE at least two (2) yards from the offensive line of scrimmage. All offensive players, except for the one player in motion, must come to a complete stop and remain still for one (1) second prior to the snap. Any offensive player may hand the ball backward at any time. A runner may pass the ball backward or lose player possession by a fumble anytime. That ball is a live ball until it hits the ground. Once the ball hits the ground, it is a dead ball and marked at the spot at where it hit the ground or crosses the sideline. Any ball fumbled or passed backward which hits the ground in the end-zone shall be counted as a safety. The opposing team is awarded two (2) points and the ball taken at their own 10-yard line A backward pass or fumble in flight may be caught or intercepted and advanced by any player who is legally inbounds. All players are eligible to catch a pass. During a down and before a change of possession, a forward pass may be thrown, provided the passer s feet are behind the line of scrimmage when the ball leaves the passer s hands. Only one (1) forward pass is allowed per down. A play involving a run across the line of scrimmage and then back behind the line of scrimmage where a forward pass is thrown IS a legal play. A forward hand off is considered a forward pass. A forward pass is ILLEGAL if: * The passer s foot is beyond the line of scrimmage when the ball is released. * If a passer catches his/her untouched forward or backward pass. * If there is more than one (1) forward pass per down. If a forward pass is caught simultaneously by a member of opposing teams, the ball becomes dead at the spot of the catch and belongs to the offensive team. During a legal forward pass, contact or action that interferes with an eligible receiver is pass interference. It is also pass interference if an eligible receive is de-flagged prior to touching the ball, unless the flag belt falls off on its own. Kicking the Ball Prior to marking the ball ready-for-play on fourth down, the Head Referee must ask the offensive team captain if they are going to punt. After such announcement that the offensive team is going to punt, the ball must be punted, unless a charged timeout is called by either team or if a penalty occurs prior to or during the down which allows the kicking team to repeat the down. Neither the kicking team nor receiving team may advance beyond the line of scrimmage in either direction until the ball has been punted. All formation rules from 7-A-7-E apply. With the exception of the kicker, the punting team must have ALL players on the line of scrimmage. The receiving team must have at least four (4) players on the line of scrimmage before the ball is kicked. After receiving the snap, the kicker MUST punt the ball immediately in a continuous motion. Once the ball is punted, the defensive team may attempt to block the punt, but they MAY NOT rush the punter. Once a punt is blocked and hits the ground, it is dead at that spot. If the receiving team blocks the punt and it is caught by a kicking team member, they may advance the ball. A kicking team player cannot kick the ball to himself/herself or any other kicking team player. The kicking team may only punt once (1) per down. Scoring Plays/Touchbacks If a team is ahead by 30 points or more when halftime is reached, the game will be over. Any team that scores in the second half and increases their lead to 30 points or more will be given the win and the game will be over * The referee/supervisors reserve the right to end a game at any point if they feel the team ahead is prolonging the game. Teams abusing this rule may also be subject to lower sportsmanship ratings. When a player scores a touchdown, they must raise his/her arms so the Back Judge can de-flag them. If the Back Judge is unsuccessful in de-flagging the player with one pull to the right or left and, in his/her judgment, feels the player in question has illegally tied his/her flag belt, the touchdown will be nullified and the scoring player will be ejected. The scoring team has the choice of choosing a one (1) or two (2) point conversion attempt. One (1) point attempts are tried from the three-yard line and two (2) point attempts are tried from the 10- yard

5 line. Once the captain makes the decision to go for one (1) or two (2) points, the decision can only be changed by a timeout by either team. A penalty does not change the value of the point-after-try. If the defense intercepts the PAT and returns the ball to the opposing end-zone, two (2) points are awarded. If there was a double foul during a PAT, the PAT is replayed. If the offensive team is penalized on a successful PAT, the down will be repeated if the penalty is accepted. If the penalty results in a loss of down, the PAT is not repeated. After each PAT, the new offensive team will take the ball and put it in play from their 10-yard line, unless moved by a penalty. A safety is awarded as two points and occurs when: * A runner carries the ball from the field of play to or across his/her own goal line and the ball becomes dead, by the runner being de-flagged or the ball hitting the ground in the end-zone. * A player punts, passes, fumbles, snaps, muffs, or bats loose ball from the field of play to or across his/her own goal and the ball becomes dead behind their goal line. * A player on offense commits any penalty for which the penalty is accepted and measurement is from a spot in his/her end-zone. * A player on offense throws an illegal forward pass from or within his/her end-zone, or any situation which leaves the offense in possession in their own end-zone. A touchback is taken from the offensive s team 10-yard line, unless moved by a penalty. A touchback occurs when: * The receiving team downs a punt that touches anything while the ball is on or behind the receiving team s goal line. * The kicking team downs a punt that touches anything while the ball is on or behind the receiving team s goal line. * The ball is out-of-bounds behind a goal line (except from an incomplete forward pass). Warnings/Ejections/Spectators: Any player committing any of the acts listed below (examples include but are not limited to) shall receive a Warning. A Warning is a time for the player to cool off. Any player receiving a Warning must sit out for one down. After the down is played, and with the Head Referee s consent the player may return to the field. Two Warnings in one (1) game will result in an Ejection from the current game as well as the team s next game. Examples of Warnings include: * Using words similar to the offensive s audible or quarterback cadence prior to the snap in an attempt to interfere with the offense. * Intentionally kicking the ball, other than a punt. * Participating while wearing illegal equipment. * Spiking the ball. * Attempting to influence a decision by an official (may result in Ejection). * Disrespectfully addressing an official (may result in Ejection). * Using profanity, taunting, insulting or vulgar language or gestures. * Making contact of any nature deemed unnecessary (may result in Ejection). * Stripping or attempting to strip the ball from a player in possession by punching, striking, or stealing. Any player committing any of the acts listed below (examples include but are not limited to) shall receive an Ejection. Ejections count for the game in which the player which ejected from as well as the team s next scheduled game (MINIMUM). Two (2) Ejections during a season will result in the player being disqualified for the entire season and the player may also be subject to future Auburn Intramural Sports disqualifications. Examples of Ejections include: * Intentionally making contact with a game official. * Fighting (may result in future Auburn Intramural Sports disqualifications). * Leaving the team area (sideline) and entering the playing field during a fight. * Contact to an opponent who is on the ground. * Throwing a runner to the ground. * Deliberately diving or running into an opposing player. * Tackling a runner by grasping or encircling them with the hands or arms. * Profanity directed at an official. If a spectator receives a penalty, it is assessed to the team captain.

6 Special Rules: Defensive players MUST make a definitive effort to avoid charging into a passer after it is clear the ball has been thrown forward legally. No defensive player shall make contact with the passer who is standing still or fading back as he/she is considered out of the play after the pass. The passer remains the passer while the ball is in flight or until they move to participate in the play. Contacting the ball while in the hand of the passer is also Roughing the Passer. The Offensive Screen Block shall take place without contact. The screen blocker shall have his/her hands and arms 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 blocker must be on his/her feet before, during, and after the screen. A player who screens shall not: * Make contact when assuming position at the side or in front of a stationary opponent. * Take a position close to moving opponent such that the opponent cannot avoid contact. * After assuming the legal screening position, move unless the blocker moves in the same direction as the opponent. 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. Examples include but are not limited to: * Placing or swinging the hand or arm over flag belt. * Placing the ball in possession over the flag belt. * Lowering the shoulders in such a manner which places the arm over the flag belt. The defensive player shall not hold, grasp, or obstruct the forward progress of a runner when in the act of removing the flag belt. A runner shall not charge into nor make contact with an opponent in their path. If a runner in progress has established a straight path, he/she may not be crowded out of that path, but if a defensive player legally established a straight path, the runner must avoid contact by changing direction.

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