7v7 Flag Football Rules

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7v7 Flag Football Rules Team Roster Games are played 7v7 but teams may play with as few as 6 players. The maximum number of players on a roster is 15. The minimum number of players must be on the court ready to play no later than 10 minutes after the official game time. Teams not ready to play by this time will get a No-Show loss. A player may compete for only one team in a league (Men s or Women s). Once a person has played with a team they cannot play with any other team. A player is also eligible to participate in a Co-Rec division. A player may be added to a roster up to the start of the last regular season game. All players must sign-in at the score table before every game by presenting their Maroon Card. Co-Rec Modifications o The number of males cannot exceed the number of females by more than 1 (i.e. 4 males and 3 females). Playing Surface All games will be played on the turf field at Kerr Stadium. The size of each field will be 80 yards x 36 yards with 10-yard end zones. The lines of the field will either be marked with a solid line or cones. The ball will be placed at the team s own 13-yard line to start the game/half and after each score by an opponent. The field will be divided into four 20-yard zones. A team has four downs to cross each consecutive line for a first down. If a team has a penalty which pushes the line of scrimmage behind a new 20-yard line, the offense must still pass the original line to gain for a first down. Each line to gain will also have a yard marker (20, 40, or G). There will be a 1-yard neutral zone marked with orange discs. Equipment All players must wear matching color pinnies with different numbers. Only sneakers and artificial turf shoes are permitted (no metal spikes or bare feet). Wearing jewelry (rings, necklaces, earrings, etc.) is prohibited while playing. Players must wear shorts or pants without pockets or belt loops. Denim is not permitted. Players may not wear headwear that is hard, unyielding, stiff material, including billed hats, or items containing exposed knots (ex. bandanas, skull caps and baseball hats). Players are permitted to wear sweatbands, as long as they are located around the forehead or wrist. Sweatbands around the neck are NOT permitted. Footballs, flags, pinnies, and field equipment will be provided.

Timing Game will be two 20-minute halves with a 3-minute halftime. The clock will not stop for penalties, change of possession, out-of-bounds, incomplete passes, scores etc. until the last 3 minutes of the second half. However, PATs will be untimed. Each team is allowed two 30-second timeouts per half. Any additional timeouts will be granted and result in a personal foul and loss of down. Timeouts do not carry over between halves. Initial possession will be determined by Rock-Paper-Scissors. The winner will get to choose whether his/her team will play offense or defense or choose the goal they want to defend first. Teams will automatically switch ends and possession for the second half. Play clock: the offensive team has 25 seconds from the time the ball is set by the referee to put the ball back into play. If the team exceeds 25 seconds, the referee will call a delay of game. A game or half cannot end on a defensive penalty unless the penalty is declined. Scoring Touchdown: 6 Points Safety: 2 Points Point after touchdown (PAT): o From 3-yard line: 1 Point o From 10-yard line: 2 Points o From 20-yard line: 3 Points o Note: PAT s must be declared prior to the play. A PAT attempt cannot be changed without using a timeout. Defensive Touchdown: 6 Points In the case of a No-Show or Forfeit, the offended team will win by a score of 19-0. Mercy Rule o 19 points with 5 minutes remaining Ties and Overtime Regular season games can end in a tie. For playoff games, the following overtime protocol will be in effect: o Rock-Paper-Scissors will be administered to determine possession. The winner will get to choose whether their team will play offense or defense first. The sequence of possession will alternate after each overtime period. o Each team will get four downs from their opponent s 20-yard line to score a touchdown. PAT attempts will follow each touchdown. o The subsequent team must equal or exceed the number of points scored, if any, by the previous team per overtime period. General Rules Intramural flag football is considered a non-contact sport. Incidental contact is permitted, but excessive or illegal contact will be penalized. Substitutions Teams may only substitute between plays before the next snap. 2

Pre-Snap Motion Only one player may be in motion parallel to the line before the ball is snapped. No forward motion is allowed by any offensive player prior to the snap. Passing Forward passes can only be thrown from behind the offensive line of scrimmage. Only one forward pass is allowed per down (either overhand or underhand). No forward handoffs between the quarterback and the center are allowed. An unlimited number of backward or lateral passes are permitted. Passes intercepted by the defense may be advanced except on PAT attempts. Catching All players are eligible to receive a pass. At the time of a pass reception, the receiver must have at least one foot inbounds with the ball in complete control for a completed pass. Blocking/Rushing the Quarterback The only blocking allowed is screen blocking. All blocking must be made with the blocker in an upright position with both hands behind their backs. Blockers cannot stick out their elbows, shoulders, knees, or legs. Blockers are permitted to shuffle their feet to stay in front of an opponent. Defensive players cannot bull rush by using his/her hands or arms to go through, over, or around an opponent. Flag Belts and Legal "Tackles" All players must wear a flag belt and have their shirt tucked in their pants. A legal tackle is made when a defensive player detaches the ball carrier s flag belt. If a player loses his/her flag belt and has possession of the ball, the defense must two-hand touch them between the shoulders and knees to make the legal "tackle." Flag Guarding will be called if a ball carrier uses his/her hands, arms, the ball, or clothing to hide or prevent an opponent from pulling the flag belt. Any ball carrier caught wearing the belt illegally will be given a 10-yard unsportsmanlike penalty and negate the previous play. The ball is dead if either knee of the ball carrier touches the ground at any time. Fumbles All fumbled balls, incomplete laterals, bad snaps, and muffed punts are dead immediately at the spot where the ball hits the ground. The team fumbling the ball retains possession (except on 4 th down). Any player catching a fumbled ball that does not touch the ground can advance the ball. The offensive team may not fumble a ball forward to advance the ball. The ball will be placed at the spot where the ball carrier lost possession. 3

Punting On all 4 th downs, the the offensive team must declare if they intend to punt or go for it; there are no fake punts allowed. The offense cannot change their decision without using a timeout. All players must remain on their side of the line of scrimmage until the ball is kicked. Defensive players may put their hands up and jump to attempt to block the punt as long as they do not cross the line of scrimmage. Safeties and Touchbacks An offensive player who is tackled, downed, or stepped out of bounds in his/her own end zone results in a safety. A fumbled ball by an offensive team in their own end zone results in a safety. Following a safety, the ball is awarded to the team credited with the safety. If a team intercepts a pass or receives a punt in the end zone and does not advance the ball out of the end zone, it is a touchback. The ball is put in play on the 13-yard line. Penalties 5-yard Penalties - repeat down unless otherwise noted Delay of game (dead ball foul) False start (dead ball foul) Encroachment (dead ball foul) Offsides Illegal participation Illegal motion Illegal procedure Illegal forward pass (loss of down, safety if in the end zone) 10-yard Penalties - repeat down unless otherwise noted Offensive pass interference (loss of down) Defensive pass interference (automatic 1 st down) Roughing the passer (automatic 1 st down) Illegal Contact Holding or illegal block Flag guarding or stiff arming (from the spot of foul) Hurdling (from the spot of foul) Unsportsmanlike conduct (automatic 1 st down) Striking, kicking or fighting (automatic 1 st down and ejection of offending player) Measuring Penalties The head referee will pace off penalty yardage. Half the distance to the goal line is done inside the 10- yard line for 5-yard penalties and inside the 20-yard line for 10-yard penalties. Inadvertent Whistle The ball will be ruled dead at the spot where it was when the whistle was blown. The affected team can either take the play as it is or replay the down. 4

Open vs. Closed Plays (Co-Rec only) Prior to each play, the referee will announce if the play is open or closed. Open means any player can complete a pass to any other player. Closed means a male player cannot complete a pass to another male player. The next play must involve either a female throwing or receiving the pass. The first play of each drive will be an open play. If a female is involved in a play, the next play will be open. If a female is not involved in a play, the next play is closed. Run plays and laterals also affect open or closed status. Male QBs cannot run the ball at any time. PAT attempts are always open. 5