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Intramural Flag Football Rules
   

Flag Football Intramural Rules

 

Intramural flag-football is played under the Seventh-Day Adventist Sports Activities Committee Rules.  

NCAA rules are used for additional support.

 

Conduct: 

-UNSPORTSMANLIKE CONDUCT is penalized by a 15 yard penalty, or a 15 yard penalty and ejection.  

-A 15 yd penalty will be assessed for such acts as swearing, arguing with or attempting to influence the decision of officials, spiking or other overt displays following successful plays by player or team.  

-A player will be ejected for overt acts of unsportsmanlike conduct which indicate resentment and or attempt to indicate an official is in error.  Players will also be ejected for taunting.

-Taunting includes any actions or comments by coaches, players or spectators which are intended to bait, anger, embarrass, ridicule or demean others, whether or not the deeds or words are vulgar or racist. Included is conduct that berates, needles, intimidates or threatens based on race, gender, ethnic origin or background, and conduct that attacks religious beliefs, size, economic status, speech, family, special needs or personal matters.

-Examples of taunting that would lead to ejection include but are not limited to, "trash talk," physical intimidation outside to spirit of the game, reference to sexual orientation, "in the face" confrontation by one player to another, standing over/straddling a tackled or fallen player.

-In all sports, officials are to consider taunting a flagrant unsportsmanlike foul that disqualifies the offending bench personnel or contestant from that contest/day of competition (and the next contest/day of competition).

-No warnings will be given. If the penalized player continues unsportsmanlike behavior following ejection further penalties will be assessed, each carrying a game suspension and a 15 yd Penalty.  

-If the ejected player has not left the vicinity of the field within one minute of the penalty being called, his team forfeits the game.  

-If an ejection is assessed, that player is automatically ineligible to play his next scheduled game, and in addition, ineligible for any further play until the ejected player meets with the Intramural Director, David Jardine.

 

Team:

-Players must be members of a single intramural team.  

-Alumni must have on file an insurance waiver.  

-If assessed a forfeit, the captain will be suspended for one game. If it happens a second time, the offending team will be removed from the league.

-Once a team roster has been filled only 2 changes are permitted for the remainder of the season unless a team loses a player due to injury.  

-If an injured player is replaced, the injured player is ineligible for the remainder of the season even if the player is physically able to play.

 

Rules:

RULES MOST FREQUENTLY MISUNDERSTOOD- CLARIFIED

 

1. Guarding the Flag

-Contact with player pulling the flag must be made.  Guarding the flag may be done with any part of the body or the ball, and is an attempt to prevent his/her flag from being pulled.  If contact is in doubt penalty will be called. 

 

2. Hurdling

-An attempt by the runner to jump with feet or knees foremost over any player who is still on his feet.  The act of leaping in the air, and/or spinning evasive action is not hurdling unless it is in the manner described above.

 

3. Tackling

-Any method of stopping the runner other than by pulling or attempting to pull his flag shall be deemed tackling.

 

Examples:

a. Tripping

b. Pushing a runner out of bounds

c. Pushing another player into runner causing him/her to fall or go out of bounds

d. Grasping the runner causing him/her to break stride

e. Pulling or knocking a runner to the ground

 

4. Touch-off Zone Violations

-The touch-off zone must be formed by halfbacks standing in a STATIONARY position and touching fingertips.

-NO player may break the planes of a touch-off zone until the kicked ball passes the plane of the scrimmage line.

-Halfbacks forming boundaries of the zone may not move from their position until the ball crosses the line of scrimmage even if a fake kick is tried.

-If the offensive team fakes a kick, touch-off-zone restrictions are lifted for the defensive team.  

-Defensive teams may rush only 1 player beyond the touch off zone. 

-Any player of the kicking team, other than the touch off person, may cross the line of scrimmage prior to the ball being kicked, unless a fake kick is indicated.

-The flag of the kicker must be pulled prior to the ball leaving the kickers foot on punts and place-kicks.

 

5. Blocking

-The blocker may take a normal upright blocking stance and/or move to maintain a position between the opponent and the ball carrier. 

-The blocker may use limited force with his/her hands to impede the progress of his/her opponent. 

-When your opponent has successfully gained an advantage by moving past the blocker,  no further contact is allowed. 

-Blocking is limited to quarterback protection only. Blocking is not allowed beyond the line of scrimmage.

 

6. Personal Fouls

-In flag ball, the defender must play the flag, not the runner.  Any action such as jumping to block a pass, must be executed in such a way that the path of the jumper will not carry him into the passer.  

-Allowance may be made if the offensive player moves into the jumper's path in such a way that the jumper couldn't anticipate the move before leaving the ground.

 

7. Avoidance of Collision

A runner shall not:

1. Deliberately run over or charge into a defender who has established his position.  It is the responsibility of the runner to attempt to avoid a collision by executing an evasive maneuver. 

2. Use unnecessarily rough tactics if contact is made in a congested area where evasive maneuvers are impossible.

 

8. Timing and Points

-Games will consist of two 20 minute halves.  Time will stop for time outs and scoring plays in the first 18 minutes.

-Time outs: 1 minute long    First half =1  Second half=2  Total= of 3 per game.

-Live ball out of bounds-clock starts on the snap.

-Incomplete pass-clock starts on the snap

-Penalty enforcement-clock starts on the snap

-First down-clock starts on the ready for play signal

-A score is made-Clock will start when the receiving team makes contact with the kicked ball.

-An injured player-Clock starts on the snap.

-Spiked ball-clock starts on the snap.

-The clock starts at the snap only following time outs, incomplete passes, live ball out of bounds, and touchbacks.              

-Following other stoppages, the clock will start on the ready for play signal.

-Each touchdown scores 6 points.  

-The point after try will be 1 point if attempted from the 3 yard line and 2 points if from the 10 yard line. The team captain is responsible for notifying an official prior to setting the ball for the extra point attempt. 

 

9. Forfeit Procedures

-All games will be scheduled at 6pm, 7pm, 8pm, 9pm. 

-If any team has less than 5 players present at the scheduled starting time the game clock will be started.  

-A team forfeits one point for each minute elapsing prior to such  time as a team has 5 players ready to participate.  

-After 15 minutes a game will be forfeited.  

-Any team receiving 2 forfeits will be dropped from the league and be ineligible to participate in any post-season play.          

-If you know that your team has a scheduling conflict please notify the Social Recreation office at least 24 hours prior to the start of the game.

 

10. Uniforms

-All players are to use intramural uniforms unless special team arrangements have been made with the Intramural Director.  

 

11. Kick offs

-Kick offs on the field inside the track are made from the 40 yard line, all others will be from the 30.  

-The restraining line for the receiving team is 10 yards from the restraining line of the kicking team. (3 players within restraining line)

 

12. Line of scrimmage

-Each team must have all 7 players within 10 yards of the ball when the ready for play whistle is blown.

-Each offensive team must line-up with at least 4 team members within one yard of the scrimmage line. 

-After a one second pause, the offense may place one person into motion. This person must run parallel to the line of scrimmage until the ball is snapped.

 

13. Neutral Zone

-Any offensive or defensive player that enters the neutral zone prior to the snap and after the ready for play signal has been issued shall automatically be penalized 5 yards. 

-Free plays are not awarded to the offense.

 

14. Spotting the ball

-The ball is placed at the spot on the ground directly under the foremost portion of the ball carrier's hips. Not where the knees make contact with the ground nor the foremost point of the ball.

 

15. Quarterback sack

-Officials shall play the release of the football from the quarterbacks hand when determining a quarterback sack.

-It does not matter if the quarterbacks arm is in motion when the flag is pulled.

 

16. Punt 

-Defenders must pull the kicker's flag when attempting a field goal/punt or try for extra point.  (Not the holder's flag)

 

17. Touchback/Safety

-A touchback/safety is decided by the force used to bring the ball into the end-zone by the offense or defense.