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1 7v7 FLAG FOOTBALL Phne: Website: du.edu/intramurals GENERAL GUIDELINES Fr mre infrmatin abut the fllwing plicies, please read the DU Intramural Sprts Guide t Participatin. DU Pineer ID Cards: N ID, N Play, N Exceptins!!! All participants must present a valid DU Pineer Card t the apprpriate Intramural Sprts staff member n site in rder t play. Game Times: Teams wh d nt meet the minimum player requirements by game time will be granted a 5 minute grace perid t field a team. At five minutes, if a team des nt have enugh players, it will frfeit. If a team fields enugh players, the game will begin with the nn-ffending team receiving a scre advantage t start the game. If a frfeit ccurs, teams may stay and scrimmage and utilize the field/curt/rink during the scheduled game time shuld the staff nt need t clse the facility because it s the last game f the day, hwever teams utilize this space at their wn risk. Actins that ccur during frfeits can still cunt fr and against yur team during a scrimmage. Defaults and Frfeits: If during a seasn a team frfeits twice, defaults twice, r frfeits nce and defaults nce that team will be remved frm the league and its remaining regular seasn games will be pen fr teams t pick up at the discretin f the Student Prgrams Manager. In the event this ccurs, a team s entry fee will nt be refunded. Hw t avid a frfeit: If yur team is unable t make a regular seasn r playff game, yur team captain must the Intramural Sprts ffice by 3pm fr weekday games and 3pm Friday fr weekend games. Failure t ntify the Intramural Office by the deadline stated will result in a frfeit. T ensure the validity f the default request and t have dcumentatin f the default request, we will nt accept requests via phne r in-persn. Frfeit Fee: If a team accumulates ne frfeit during the regular seasn, the captain will autmatically be charged a $20 fee that must be paid by 12pm the day after their final scheduled regular seasn game t be eligible fr playffs. The captain will be suspended frm that team immediately, but the team is still eligible t participate. If a team frfeits their final regular seasn game, they will have t pay at least 48 hurs in advance f their first scheduled playff game. If a team frfeits a 2 nd time, this team will be charged an additinal $10, drpped frm the league, be ineligible fr playffs. If the team fails t pay this $20 fine by the deadline, they will be remved frm the league and will be ineligible fr playffs. Shuld a team nt pay the frfeit fee by the deadline, the team captain will be suspended frm all intramural sprts participatin until the fee is paid. The hld will remain n the captain s IMLeagues accunt until the fee is paid in full. Drug and Alchl Plicy: Under n circumstances are drugs r alchl allwed at an intramural event. Any participant that is caught with drugs r alchl r under the influence f drugs r alchl during an intramural event will be immediately ejected frm the game, asked t leave the facility, and will be suspended indefinitely frm all intramural sprts until further ntice. Intramural staff will call higher authrities if necessary. Participants that are ejected fr drugs and alchl may warrant further actin by the University f Denver. Participants are the respnsibility f the team captain and must abide by the Drug and Alchl Plicy, as well. Please refer t the cmplete Drug and Alchl Plicy lcated in ur Guide t Participatin. Varsity Athlete Eligibility: A persn wh has wn his/her varsity letter r award (i.e. trphy, plaque, jewelry, certificate, jacket, etc...) in a sprt r its related sprt at the University f Denver, a fur-year cllege r university, r tw-year junir cllege, will nt be eligible t cmpete in that sprt r its related cunterpart fr a perid f ne academic year after the cmpletin f their intercllegiate team membership. Club Sprts Athlete Eligibility: A persn wh is listed n a club sprts rster will be eligible t cmpete in that sprt r its related cunterpart, HOWEVER teams are limited t 2 club players per team (exceptin: Ice Hckey = 4, any 3v3 sprt = 1) and these players must play in the highest/mst cmpetitive divisin ffered. All caches are cnsidered members f their team, and therefre, the rule abve applies t caches as well. 1

2 Weather and Game Cancellatins: In case f cancellatins due t inclement weather/unplayable field cnditins, the Intramural Sprts staff will make an annuncement via IMLeagues cncerning the playing f the games in questin. Please d NOT call/ the ffice. If a game reaches half-time r is at least 50% cmpleted when pstpned, the result will be final. If a game failed t reach half-time r is less than 50% cmplete r the game is tied, then the rescheduled game (if rescheduled) will resume at its pint f interruptin. Sprtsmanship and Playff Qualificatin: Sprtsmanship is a vital cmpnent fr success in every Intramural Sprts cntest. Participants are expected t display gd sprtsmanship tward ppnents and the Intramural Staff at all times. In rder fr a team t be eligible fr playffs, they must achieve an average sprtsmanship rating f 3 fr the regular seasn. The Rating System is based n the fllwing criteria: "4" = Excellent Respect shwn t the game and staff by participants, caches, and spectatrs at all times. There are n incidents f negative sprtsmanship. Participants speak t all staff members apprpriately in all situatins. In rder fr a team t receive this rating, the team must nt have accumulated any technical fuls/yellw cards/unsprtsmanlike penalties befre, during, r after the game. "3" = Fair A team has minimal instances f negative sprtsmanship, but as an verall psitive attitude and shws cperatin with the fficials and staff. Any team receiving ne technical ful/yellw card/unsprtsmanlike penalty will receive a rating n higher than a 3. Defaults als receive a sprtsmanship rating f 3. "2" = Belw Average A team shws dissent by wrd and/r actin twards fficials and/r the ppsing team. The team captain exhibits issues cntrlling his/her teammates, but is in cntrl f himself/herself. A team argues with multiple calls and/r shws ccasinal instances f negative sprtsmanship. Shuld ne team member be ejected frm a game, the highest rating a team will receive is a 2. Any team receiving tw technical fuls/yellw cards/unsprtsmanlike penalties will receive a rating n higher than a 2. "1" = Deficient A team is cnsistently critical f the fficials and/r the ppsing team frm the field/curt and/r sidelines. Multiple instances f dissent by wrd r actin have likely ccurred. The team captain exhibits little r n cntrl ver teammates r himself/herself. A team may have had multiple instances f reckless play. Frfeits als receive a sprtsmanship rating f 1. Any team receiving mre than three technical fuls/yellw cards/unsprtsmanlike penalties will receive a rating n higher than a 1. Shuld ne team member be ejected frm a game alng with at least 1 ther team member receiving a technical ful/yellw card/unsprtsmanlike penalty, the team will receive a rating n higher than a 1. "0" = Pr A team is cmpletely uncperative. The team captain has little t n cntrl ver teammates and/r himself/herself. Several instances f dissent by wrd r actin have likely ccurred. Any team that takes actin t intentinally harm anther participant and/r staff member will receive a 0 rating. A team having at least tw players ejected will receive a 0 rating and the game will end immediately as a default. A team that accumulates fur technical fuls/yellw cards/unsprtsmanlike penalties will receive a 0 rating and the game will end immediately as a default. A team that has ne ejected player and tw ther players with a technical ful/yellw card/unsprtsmanlike penalty will receive a 0 rating the game will end immediately as a default. Any team receiving a 0 rating is subject t remval frm the league at the discretin f the Student Prgrams Manager. Any team that des nt average a "3" Sprtsmanship Rating r higher during the regular seasn will nt be eligible t participate in pstseasn play. In rder t be eligible t participate in a playff game the participant must be n their IMLeagues rster by midnight f the last night f the league s regular seasn. It is every player s respnsibility t get nt the rster nline. 2

3 SPORT SPECIFIC RULES Rules that have been updated/added frm are highlighted in yellw. NUMBER OF PLAYERS Teams will play 7v7. A minimum f 5 players is required t avid a frfeit. There is n maximum f rster size. CO-REC MODIFICATION: Teams will play 7v7 with a minimum f 5 players, but nly with any f the fllwing gender cmbinatins: 4 men, 3 wmen 4 wmen, 3 men 3 men, 3 wmen 3 men, 2 wmen 3 wmen, 2 men Frfeit Plicy A game is cnsidered a frfeit when at least ne team fails t have the minimum number t play at FIVE minutes after the scheduled game time. This is a grace perid that allws teams t nt frfeit when just running a tad bit behind, but will give teams wh shw up n time a small scre advantage at the start f the game. If a team des nt have the minimum players at game time, but is able t field enugh players befre five minutes, the game will start with the nn-ffending team receiving a set number f pints/gals (see belw). Games will always start at the beginning regardless f number f minutes allwed fr a team t field the minimum number f players. Sprt Flag Ftball Penalty Scre Awarded t Nn-Offending Team 7-0 (10-0 in C-Rec) Please review the Guide T Prcedures fr the full explanatin f this plicy. PLAYER ELIGIBILITY Each individual may play fr nly ONE single-gendered/pen team & ONE C-Rec team with each sprt, if applicable. Example: Jhn Smith may nly play fr ne Men s Flag Ftball team and ne C-Rec Flag Ftball team. Jhn Smith may NOT play n a Tuesday Men s Flag Ftball team and a Wednesday Men s Flag Ftball team. Any member f the team appearing n any intercllegiate Varsity Ftball rsters fr the seasn will nt eligible t play intramural flag ftball. Please refer t the Varsity Athlete Eligibility sectins in the Guide t Prcedures t ensure yur team is eligible. EQUIPMENT Jerseys/T-Shirts All members f a team must wear jerseys/t-shirts f the same clr with permanent numbers n the back. Pinnies will be prvided fr teams t use if a team chses t nt crdinate and wear the same clr with numbers. If pinnies are wrn, a shirt must be wrn underneath. A player s shirt must be cmpletely tucked in at all times. A shirt may be untucked nly if it is shrt enugh t nt cver any part f the flag belt. Players may nt wear sweatshirts with hds, expsed drawstrings, r a frnt pcket. Flag Belts Flag belts will be prvided fr each team. The clip f the flag belt must be facing the frnt at all times. 3

4 Dress Shrts/Pants must nt have pckets, zippers, r belt lps. Denim r shrts/pants with metal rivets may nt be wrn during any Intramural Sprts cmpetitin. Shes/Cleats All players must wear shes. A she shall be cnsidered fficial if it is made with either canvas r leather uppers r similar material. The sle may be smth r mlded with sft rubber r plastic cleats. The cleats shuld be runded, nn-abrasive, tapered unifrmly n the sides and nt develp a cutting edge. The cleats shall nt be screwed int the sle (detachable). N metal spikes, cleats with metal tips, r plyurethane spikes r shes similar t metal sle and heel plates will be allwed. Vibram FiveFinger shes will nt be allwed. The fficials and supervisrs n duty have the authrity t disallw any she that they feel wuld endanger the persn wearing the shes r his/her ppnent. Balls Teams are respnsible fr bringing at least ne regulatin-sized game ball. The team n ffense has its chice f what ball it wuld like t play with. CO-REC MODIFICATION: C-Rec teams may use a regulatin, intermediate, yuth, r junir ftball. In the event neither team prvides a game ball, a ball prvided by the Intramural staff will be used. In the event there are n mre balls available and the game cannt be started n time, bth teams will receive a frfeit. Illegal Equipment A player shall nt wear anything that is cnstrued as dangerus by the fficial. Examples f this are: All jewelry (i.e. necklaces, earrings, rings, string bracelets, chains, etc.) Headgear (i.e. caps, bandannas, clips, etc.) Exceptins: Yakima, turbans, winter/wl hats with n hard brims, and ne-piece head/sweat bands that d nt have t be tied and are elastic in nature. A guard, cast, r brace made f a hard substance, nt cvered by prper padding at the discretin f the fficial. First warning f illegal equipment is at the captain s meeting prir t the first play. The fficial has the authrity t issue penalties n any instances nce the game has started. DEFINITIONS Flag Belt Remval: When the flag belt is clearly taken frm the runner in pssessin f the ball, the ball is declared dead and the dwn shall end. In an attempt t remve the flag belt frm a runner, an ppnent may cntact the bdy and shulders, but nt the face, neck, r any part f the head f the runner with their hands. An ppnent may nt hld, push, r knck the runner dwn in an attempt t remve the flag belt. If a flag belt inadvertently falls t the grund, a ne-hand tuch between the shulders and knees cnstitutes a tackle. A runner is als dwn if any part f that runner tuches the grund ther than the feet, hands r the ball while in the hand f the runner. Offensive Scrimmage Line: The ffensive scrimmage line is the yard line and its vertical plane which passes thrugh the frward pint f the ball. Defensive Scrimmage Line: The defensive scrimmage line is the yard line and its vertical plane which passes ne yard frm the pint f the ball nearest its wn gal line. Minimum Line Players: The ffensive team must have at least 1 player (the snapper) n the ffensive line f scrimmage at the snap. The remaining players must either be n their scrimmage line r in their backfield. TIMING AND SUBSTITUTIONS Game Length: A game will cnsist f tw halves with a 3 minute intermissin. Bth halves will be 20 minutes in length. The clck will run cntinuusly in the first half. In the secnd half, the clck will run cntinuusly until the last 2 minutes, when we will prceed accrding t 2-minute mechanics. 4

5 2-Minute Plicies and Mechanics: The clck will stp in the final 2 minutes f the secnd half fr a: Team time-ut clck restarts n the snap Incmplete legal r incmplete illegal frward pass - starts n the snap Out-f-bunds - starts n the snap Safety - starts n the snap First dwn - depends n the previus play Tuchdwn - starts n the snap (after the Try) Penalty and administratin - dependent n previus play (EXCEPTION: Delay f game ALWAYS starts n the snap) Referee s time-ut - starts at his/her discretin Tuchback - starts n the snap Team A is awarded a new series - dependent n previus play Team B is awarded a new series - starts n the snap Either team is awarded a new series after a legal punt - starts n the snap Team attempting t cnserve time illegally - starts n the ready whistle Team attempting t cnsume time illegally - starts n the snap Inadvertent whistle - starts n the ready whistle Mercy Rule: If a team is 35 pints r mre with 5 minutes remaining r up 19 r mre pints ahead when the referee annunces the 2-minute warning fr the secnd half, the game is ver. Prir t applying the Mercy Rule, there must be a dwn free f any accepted live ball fuls. If a team scres during the last tw minutes f the secnd half and that scre creates a pint differential f 19 r mre pints, the game will end at that pint. Frfeits: A team will frfeit a game when it is nt ready t play by game time. Cin Tss: Each game will begin with a cin tss. The winner f the cin tss shall have the ptin f starting n ffense, defense, defending a gal r deferring the ptins until the secnd half. The remaining ptins will be given t the ppsing captain. Unless mved by penalty, play starts at the beginning f each half with the ball placed n the ffensive team s 14- yard line. Tie Game: If scres are tied at the end f the secnd half, the game will be recrded as a tie game (game ver) during the regular seasn. During the playffs an vertime perid will be played. A cin flip will determine the ptins. All vertime perids shall be played tward the same gal line. An vertime perid cnsists f ne pssessin by each team. Unless mved by penalty, each team will start first and gal frm the 10-yard line. Each team will have a series f dwns t scre a tuchdwn. If the scre is still tied after ne vertime perid, as many perid as necessary will be played t determine a winner. Try fr pints will be attempted and scred during vertime. When B (defense) secures pssessin, the ball is dead and the series is ver. The ball will be placed at the B 10 yard line, and the riginal defense will begin their series f 4dwns, if available. Each team is entitled t ne timeut fr the entire vertime sessin, and time uts d nt carry ver frm regulatin. Timeuts: Each team is entitled t 2 timeuts per game. A charged timeut requested by any player will nt exceed ne minute. Timeuts cannt be carried frm half t half, nr int vertime during the playffs. The clck stps during all timeuts. Delay f Game: After a ball is declared ready fr play, the ffensive team has 25 secnds after the Referee has sunded the whistle t put the ball in play. Penalty: Delay f Game, 5 yards. The fficial may rder the clck t be stpped/started when, in his/her pinin, either team is trying t cnserve r cnsume playing time using tactics in his/her judgment t be unfair. Substitutins: Substitutins are allwed at any time that the ball is dead, but games must nt be delayed by them. Each substitute shall be in unifrm and ready fr play with flags in psitin. BALL IN PLAY/DEAD BALL/OUT OF BOUNDS Ball declared dead: It ges ut f bunds. Any part f the runner ther than the hand(s) r ft (feet) tuches the grund. A tuchdwn, tuchback, safety, r successful try is made. 5

6 The ball strikes the grund fllwing 1sttuching by K. K catches a punt which is beynd the neutral zne; when an untuched punt cmes t rest n the grund and n player attempts t secure it. A frward pass strikes the grund r is caught simultaneusly by ppsing players. A backward pass r fumble by a player strikes the grund r is caught simultaneusly by ppsing players. A ball snapped, which hits the grund befre r after getting t the intended receiver, is dead at the spt where it hits the grund. A frward pass is legal cmpleted r a lse ball is caught by a player n, abve, r behind the ppnent s gal line. A runner has a flag belt remved legally by an ppnent. A runner is legally tagged if the flag belt has fallen ff prir t being deflagged. A passer is deflagged/tagged prir t releasing the ball. A muff f a punt strikes the grund. K s punt breaks the plane f R s gal line. B secures pssessin during a Try r vertime. An inadvertent whistle by an fficial. Out-f-Bunds: A ball in player pssessin is ut-f-bunds when either the ball r any part f the runner tuches the grund r anything else, except a player r game fficial, which is n r utside a bundary line. If the runner in-bunds bumps int r is tuched by player r an fficial n the sidelines ut-f-bunds, the ball is still in play. SERIES OF DOWNS/LINE TO GAIN Series f Dwns: A team in pssessin f the ball shall have fur (4) cnsecutive dwns t advance t the next zne by scrimmage. Zne Line t Gain: The zne line t gain in any series shall be the zne in advance f the ball, unless distance has been lst due t penalty r failure t gain. In such case, the riginal zne in advance f the ball at the beginning f the series f dwns is the zne line t gain. The znes frmed by the marking f the twenty and frty yard lines are used t determine the distance t be gained. The mst frward pint f the ball, when declared dead between the gal lines, shall be the determining factr. KICKING/PUNTING Prir t putting the ball in play n furth dwn, the ffensive team must declare whether it chses t g fr a first dwn r punt. If the ffensive team chses t kick, the ball must be kicked. The ffensive team may put the ball in play with a punt n any play, but it must ntify the defensive team. There are n quick kicks. The snap must be received at least tw yards back and the kick must be executed behind the scrimmage line within a reasnable time. There are n fake punts. Penalty: Illegal Prcedure, 5 yards. After receiving the snap, the kicker must kick the ball immediately and in a cntinuus mtin. N player may crss the line f scrimmage until the ball has been kicked. Only the snapper needs t be at the line f scrimmage at the time f the snap, just like any nrmal play. Kick ut f bunds - If the kicked ball ges ut f bunds between the gal lines r cmes t rest in bunds untuched and n player attempts t secure it, the ball becmes dead and belngs t the receiving team at that spt. A punt that tuches anything while the ball is n r behind the receiving team s gal line can be dwned by the receiving team and is a tuchback. Opprtunity t catch a kick - A player f the receiving team wh is within the bundary lines and wh is s lcated that he/she culd have caught a kick which is beynd the scrimmage line while such a kick is in flight must be given an unmlested pprtunity t catch the kick. Penalty: Kick Catch Interference, 10 yards. The defensive team may attempt t blck a punt as lng as team members d nt crss the plane f the defensive restraining line. A blcked punt that is caught behind the line f scrimmage (n the ffender s side) may be advanced by the ffense. When a punt, which has crssed the line f scrimmage, tuches a player frm either team and then hits the grund, the ball is dead and belngs t the receiving team. If it hits a player n the receiving team and then is caught in the air, it can be advanced by the receiving team. If it is caught by the kicking team (after the ball cntacts a receiving team player), the ball is dead, belngs t the kicking team, and a new series begins fr the kicking team. 6

7 Once a punted ball breaks the plane f the receiving team s gal line, the ball is declared dead and a tuchback is awarded. It may nly be advanced ut f the end zne under the mmentum rule. There are n fair catches. A punt may be requested n any dwn. Example: Team A wishes t punt n 3 rd dwn. Team A s captain will infrm the referee befre the snap and the referee will annunce this decisin t bth teams. SNAPPING/PASSING THE BALL The ball must be snapped backwards and ff the grund. The ball need nt be snapped between the center s legs, but the center cannt have his/her feet ver the scrimmage line. In a legal snap, the mvement must be a quick and cntinuus mtin f the hand r hands backwards. Penalty: Illegal Snap (DEAD BALL), 5 yards frm the previus spt. Once the ball leaves the grund, the defense may rush. The player wh receives the snap must be at least tw (2) yards behind the ffensive scrimmage line. Penalty: Illegal Snap (LIVE BALL), 5 yards frm the previus spt. Any time at r after the ball is ready fr play, each ffensive player must mmentarily be within fifteen (15) yards f the ball befre the snap. The ffensive team must have a minimum f ne (1) player n their line f scrimmage at the snap. This is the snapper. Offensive Player in Mtin: One ffensive player may be in mtin, but nt in mtin tward the ppnent s gal line when the ball is snapped. Such a player must be behind the line f scrimmage when the ball is snapped. A player in mtin is nt cunted as ne f the 4 n the scrimmage line. Only ne ffensive player may be in mtin at a given time. Penalty: Illegal mtin, 5 yards frm the previus spt Other ffensive players may nt draw the defense ffside. Fumbles: A backward pass r fumble which tuches the grund between the gal lines is dead immediately at the spt where the ball hits the grund and belngs t the team last in pssessin unless lst n dwns. Out f Bunds - A backward pass r fumble ging ut f bunds between the gal lines remains in pssessin f the fumbling team at the ut f bunds spt. If ut f bunds behind the gal line, it is a tuchback r safety. Encrachment: After the snapper has made his/her final adjustment f the ball, it is encrachment fr any player t break the plane f his/her scrimmage line (Exceptin: the snapper/center has the right t be ver the ball.) Penalty: Encrachment, 5 yards frm the previus spt. Offensive players are respnsible fr retrieving the ball after each dwn. The snapper will bring the ball frm the huddle t the scrimmage line (first ball sptter - range). A twel may be used t help keep the ball dry and must be placed behind the deepest ffensive player at the start f each play frm scrimmage. All ffensive players must be mtinless fr ne secnd preceding the snap, except fr a (ne) player mving parallel t r away frm the scrimmage line. Penalty: Illegal mtin, 5 yards frm the previus spt. An ffensive player that shifts (ther than ging legally in mtin) must stp fr ne full secnd befre the snap. Penalty: Illegal shift, 5 yards frm the previus spt. A player may hand the ball frward r backward at any time. FORWARD PASS All players are eligible t tuch r catch a pass. During a scrimmage dwn and befre team pssessin has changed, a frward pass may be thrwn prvided the passer s feet are behind the ffensive scrimmage line when the ball leaves the passer s hand. Only ne (1) frward pass can be thrwn per dwn. A frward pass is cunted as a cmpletin r interceptin as lng as the first part r the persn t make cntact with the grund after the catch, usually ne ft, tuches in bunds. A frward pass is illegal: 1. If the passer s ft is beynd Team A s scrimmage line (range ball sptter) when the ball leaves his/her hand. 2. If thrwn after team pssessin has changed during the dwn. 3. If intentinally grunded t save a lss f yardage. 4. If a passer catches his/her untuched frward pass. 5. If it is the secnd frward pass during a dwn. 7

8 Penalty: Illegal frward pass, 5 yards frm the spt, lss f dwn, if prir t change f pssessin After the ball is snapped, and until it has been tuched, there shall be n ffensive pass interference beynd the ffensive scrimmage line when the legal frward pass crsses the ffensive scrimmage line (range ball sptter). Penalty: Offensive Pass Interference, 10 yards frm the previus spt After a legal frward pass is released by the passer and until it is tuched, there shall be n defensive pass interference beynd Team A s scrimmage line while the ball is in flight which crsses the Team A scrimmage line. Penalty: Defensive Pass Interference, 10 yards frm the previus spt If the pass interference by either player is intentinal r unsprtsmanlike, his/her team shall be penalized an additinal ten yards and the player may be ejected. Simultaneus Catch: If a frward pass is caught simultaneusly by members f ppsing teams, the ball becmes dead and belngs t the team that snapped the ball at the spt f the catch. SCORING PLAYS Tuchdwn Values: All tuchdwns are six (6) pints. The player scring the tuchdwn must raise his/her arms s the nearest fficial can deflag the player. If the fficial determines that the flag belt has been secured illegally, the tuchdwn is disallwed. The player is disqualified and a penalty will result. Try fr 1, 2, r 3: An pprtunity t scre ne (1) pint frm the 3-yard line, tw (2) pints frm the 10-yard line, r three (3) pints frm the 20-yard line by running r passing nly shall be granted the team scring a tuchdwn. Once the ffensive captain has declared his/her chice (try fr 1, 2, r 3), he may change the decisin nly when a charged timeut fr either team is taken. A team s chice cannt be changed if a penalty shuld ccur. If the defensive team intercepts a pass r fumble during the try, the try shall be ended. Safety: A safety results when a runner carries the ball frm the field f play t r acrss his/her wn gal line, and it becmes dead there in his/her team s pssessin. A safety results in tw (2) pints fr the defensive team. When a safety is scred, the ball is given t the scring team at its wn 14-yard line unless mved by penalty. BLOCKING/RUSHING/CONDUCT Offensive Screen Blcking: Screen blcking is permitted and shall take place withut cntact. The screen blcker shall have his/her hands and arms at his/her side r behind his/her back. Any use f the hands, arms, legs, elbws, r bdy t initiate cntact by an ffensive player is illegal. A player must be n his/her feet befre, during, and after screen blcking. This penalty is ruled n based n the blck/charge principle in basketball. Penalty: Persnal Ful, 10 yards frm the basic spt Defensive players must g arund the ffensive player s screen blck. The arms and hands may nt be used as a wedge t cntact the ppnent. Penalty: Persnal Ful, 10 yards frm the basic spt Player Restrictins: N player shall make cntact with an ppnent which is deemed unnecessary. There shall be n clipping r tripping. There shall be n bumping the receiver. The defensive player must play the ball and shall nt interfere with a receiver. Hwever, defensive and ffensive players are equally entitled t a passed ball. Pulling r remving the flag belt frm an ffensive player as the ball is snapped r befre a pass receptin with the bvius intent f cnfusing the ffensive player as an eligible pass receiver r ball carrier is illegal. Penalty: Illegal Cntact, 10 yds. A defensive player may nt bump r push a runner ut f bunds. Offensive charging is nt permitted. The ball carrier may nt run thrugh a defensive player but must attempt t evade the defensive player. The runner is allwed t spin in rder t avid being deflagged as lng as he/she des nt charge during the spin. The ball carrier shall nt guard his/her flags by blcking with hands r the ball, thereby denying an ppnent the pprtunity t pull r remve the flag belt. Penalty: Flag guarding, 10 yards frm the spt f the ful. Stiff arming by the ball carrier is illegal. Hlding r swinging the arm near the flag t ward f attempts t seize the flag is illegal and results in flag guarding. Defensive players may nt steal r strip the ball frm an ffensive player nce he/she has cntrl. The flag belt is t be fastened arund the waist by use f the end clip. Any tampering t secure the flags s as t make them mre difficult t pull is illegal and will result in ejectin frm the game. Penalty: Unsprtsmanlike cnduct, 10 yards frm the previus spt, lss f dwn, and player disqualificatin. Players, caches, and spectatrs are t psitin themselves between the 20-yard line markers n their team s respective sideline and at least 2 yards behind their sideline. 8

9 Pass Interference: Once a pass is in the air, the ball belngs t anyne wh can get it. Any cntact which ccurs between tw r mre players making a legal attempt t catch r bat the pass is cnsidered incidental. Screening a player s eyes r waving the hands r arms in his/her face t distract a receiver is cnsidered interference. Rughing the Passer: Defensive players must make a definitive effrt t avid charging int a passer after the ball has been thrwn. N defensive player shall cntact the passer. Penalty: Rughing the Passer: 10 yards enfrced at the end f the play and an autmatic 1 st dwn Persnal Fuls: There shall be n persnal fuls cmmitted by players substitutes r caches. Persnal fuls include: Using fist, ft, knee, r leg t cntact an ppnent; tackling the ball player (disqualificatin); illegal cntact; unnecessary rughness, hurdling, rughing the passer (when the defender cntacts any part f the passer during his/her mtin r fllw thrugh). Penalty: Persnal Ful, 10 yards frm basic spt. Unfair Acts: N player r nn-player shall use verbiage r cmmit any act nt in accrdance with the spirit f fair play fr the purpses f cnfusing the ppnent. Penalty: Unfair act, 10 yards The furth unsprtsmanlike ful by the same team results in their frfeiture f the game. PENALTY ENFORCEMENT Penalty Enfrcement at the basic spt: Pass play r during the punt (see exceptin belw): basic enfrcement spt is the scrimmage line (where ball was snapped). Pst Scrimmage Kick Ful: Any ful by the receiving team n its side f the expanded neutral zne prir t the end f the kick, the receiving team shall retain pssessin f the ball. The basic spt is the spt at which the kick ends and the penalty will be enfrced using the all but ne principle. On all running plays: basic enfrcement spt is the end f the run. All fuls are marked frm the basic enfrcement spt (Exceptin: An ffensive ful behind the basic enfrcement spt which becmes a spt ful, r the all but ne principle.) The nly exceptin t the abve regulatins is rughing the passer; this penalty will be added n t the end result f the play. If there is a ful by the ffensive team, ther than unsprtsmanlike r nn-player, during a dwn which results in a successful tuchdwn r try, the acceptance f the penalty nullifies the scre. If there is a ful by the defensive team during a dwn that results in a scre, the ffense may chse t enfrce the penalty n the try r n the defense s ensuing pssessin. INADVERTENT WHISTLES On ccasin, an fficial may blw his/her whistle inadvertently, stpping play during a time when play shuld nt nrmally be stpped. When an inadvertent whistle is sunded, the ball is declared dead, and the fllwing ptins are available. If a whistle is blwn while a team has the ball, the team that has the ball may chse t put the ball in play where the play was blwn dead r replay the dwn. If a whistle is blwn when the ball is lse frm a fumble, backward pass, illegal kick r illegal frward pass, the team in pssessin may elect t put the ball in play where the play was blwn dead r where pssessin was lst. If a whistle is blwn during a legal frward pass r a prtected scrimmage kick the ball is replaced t the previus spt and the dwn is replayed. CO-REC MODIFICATIONS Permitted Gender Cmbinatins: 4 men, 3 wmen 4 wmen, 3 men 3 men, 3 wmen 3 men, 2 wmen 3 wmen, 2 men Game Ball: C-Rec games will use the regular, intermediate, junir, r yuth size ftball. Line f Scrimmage: Since C-Rec als plays with 7 players, the minimum number f players n the line f scrimmage is still 1. Scring: All tuchdwns scred by females and tuchdwns fllwing a legal frward pass cmpletin with a female passer cunt 9 pints. 9

10 Mercy Rule: If a team is up 35 pints with 10 minutes left r 25 r mre pints ahead when the referee annunces the 2 minute warning fr the secnd half, the game is ver. Prir t applying the Mercy Rule, there must be a dwn free f any accepted live ball fuls. If a team scres during the last 2 minutes f the secnd half and that scre creates a pint differential f 25 r mre pints, the game will end at that pint. Illegal Frward Pass: The term clsed, means a male player may nt thrw a frward pass cmpletin t any ther male player. The term pen means any player can cmplete a frward pass t any ther player. During the ffensive team s pssessin there may nt be tw cnsecutive frward pass cmpletins frm a male passer t a male receiver. This rule als applies fr all try (pint after tuchdwn) attempts. If the previus scring play was male t male, the try will be clsed. If a male passer cmpletes a frward pass ta male receiver, the next frward pass cmpletin must invlve either a female passer r female receiver fr psitive yards. The spt where the ball becmes dead by rule must be beynd the ffensive team s scrimmage line (marked by the range disc). There is n ful fr a female receiver being deflagged behind the ffensive scrimmage line. The next frward pass cmpletin remains clsed. If a female passer cmpletes a frward pass t a male receiver behind the scrimmage line wh then runs beynd this scrimmage line, it is an illegal frward pass. Penalty: Illegal frward pass, 5 yards frm the spt where the pass is released, and a lss f dwn. One example f an illegal frward pass is the secnd cnsecutive male-t-male cmpleted frward pass. Any ful, whether accepted r declined, will have n effect n whether the next frward pass cmpletin is pen r clsed. Running the Ball: An ffensive male runner cannt penetrate thrugh the ffensive line f scrimmage with the ball. Penalty: Illegal prcedure, 5 yards. There are tw exceptins t this rule: A male runner may advance the ball thrugh the ffensive line f scrimmage after the ball has been previusly advanced legally beynd the line. Females have n limitatins n their advancement behind r beynd the line f scrimmage. MISCONDUCT/EJECTIONS UNSPORTSMANLIKE CONDUCT (10 yards and autmatic 1 st dwn) A player will be penalized fr unsprtsmanlike cnduct if he/she cmmits any f the fllwing ffenses: Dissent by wrd r actin Persistent arguing with fficials, ppsing team, and/r ther Intramural Sprts staff Unsprting behavir (i.e. excessive celebratins, taunting, r any type f game disturbance) Spiking, punting, r thrwing the ball utside f the nrmal rules f the game Simulating the snap r interfering with the ffense s signals r mvements Leave the field between dwns t gain an advantage unless replaced r with permissin Illegal Equipment (wearing jewelry, tied flag belt, twel n waist, pckets/zippers, belt lps n shrts, etc.) EJECTIONS A participant shall be ejected frm the game and shwn a red card fr the fllwing ffenses: Serius ful play Vilent cnduct Spitting at an ppnent r any ther persn Using ffensive, insulting r abusive language and/r gestures Receiving a secnd unsprtsmanlike cnduct in the same game The ejected player must cmplete the apprpriate paperwrk with the Intramural Sprts staff member n site and then immediately leave the facility. The ejected player is autmatically suspended indefinitely frm ALL intramural sprts until the ejected player schedules a meeting and meets with the Student Prgrams Manager. 10

11 SUMMARY OF PENALTIES LOD = Lss f Dwn AFD = Autmatic First Dwn 5 yard Penalties 10 yard Penalties Delay f Game Encrachment False Start r Illegal Snap Illegal Mtin r Shift Illegal Frward Pass (LOD) Illegal Substitutin Receiving Snap within 2 yards Illegal Prcedure Unsprtsmanlike Cnduct Illegal Cntact Illegally Secured Flag Belt (LOD) Illegal Equipment Charging Tackling Flag Guarding Offensive Pass Interference Defensive Pass Interference Illegal Blck Rughing the Passer (AFD) Stripping the Ball Hurdling 11

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