1. NUMBER OF PLAYERS:
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1 *=applies to ALL CSI IM events Flag Football Rules *CSI IM Flag Football will be played by the following rules. Team captains are responsible for the eligibility and conduct of all their players. Every participant is responsible for the rules and regulations in the Intramural Handbook which can be found at: b=immanual *I.D. Check-in-Policy and Procedure A. All students, staff and faculty MUST present a valid CSI Dolphin Identification Card; Non-affiliates will not be allowed to participate. B. There will be no exceptions to this policy. If you do not present a valid CSI Dolphin Identification Card you will NOT be allowed to participate in the Intramural activity. 1. NUMBER OF PLAYERS: Each team should start the game with 6 players; a minimum of 4 is needed to avoid forfeit. A player may play on only 1 team per sport. 2. LENGTH OF GAME: Playing time shall be 30 minutes, 2 halves of 15 minutes. Halftime shall be 5 minutes. A coin toss will determine who shall receive the choice of possession or side at the beginning of the game. If only 1 team is ready at game time, they will have the choice. In case of overtime, there will be a 3 minute intermission prior to starting overtime. If weather conditions are unbearable to the referee and supervisor will postpone the game to a later date. 3. OVERTIME (TIE GAME): If the game score is tied after regulation time, then a coin toss will determine who will get the ball and side. Each team will have the chance to score in series of 4 downs from the 10yd line. The offensive team can only pass, there is no running the
2 ball in OT. If the score is still tied after each team has had a try, a second series is played and so on until a winner is determined. 4. MERCY RULE: If a team is 17 points or more ahead when the referee announces the 2 minute warning for the 2 nd half, the game shall be over. If a team scores during the last 2 minutes of the 2 nd half, and that score creates a point differential of 17 or more points, the game shall end at that point. 5. FIRST DOWNS: The offensive team will have 4 downs (starting at the 10 yard line) to get to midfield. If they reach midfield in 4 downs, they will then have another 4 downs to score. The offensive team may run or pass as many times as they like as long as they are abiding to the blocking rules. 6. QB RUNNING/RUSHING THE QB: The QB is allowed to run as much as he wants as long as he is complying with all other rules (see Frozen Zone rules). However, the pass rusher may not cross the line of scrimmage to sack the QB until the referee has completed a 7 Mississippi Count. 7. FROZEN ZONE: The offensive team has the choice to run or pass as much as they want UNLESS they are inside the frozen zone. The Frozen Zone includes the yard lines, and the 10-Goal yard lines. Inside the Frozen Zone there is NO RUNNING allowed. If a team hands off inside the Frozen Zone they will be penalized that down. 8. PUNTING/THROWING: There is no punting, kicking, or throw-offs. To start a drive, the offensive team will start from the opposite 10 yard line. On 4 th down, the offensive team can go for it, or kick it and the other team s defense will then take it from the 10 yard line. 9. LINE OF SCRIMMAGE: The ball will be hiked from the line of scrimmage by the selected pass rusher on the defense. 10. BACKWARD PASSES AND FUMBLES: A player may not intentionally through a backward pass out of bounds to conserve time or to avoid being downed. This will be penalized as an illegal pass (loss of 5 yards); loss of down and the clock will start when ready for play. On a backward pass once the ball has touched the ground the ball is considered dead. On a fumble, the ball is also considered dead where the ball carrier lost possession; there will be no change in possession.
3 11. FORWARD PASSES AND INTERCEPTIONS: If a player is in the air attempting to catch the ball, the player must contact the ground with one foot in bounds with the ball in their possession prior to going outof-bounds, unless contact by an opponent causes a player to first touch out of bounds. If possession of the ball is lost simultaneously when they hit the ground, it is not a catch. If a forward pass is caught simultaneously by members of opposing teams; the ball is dead at the spot and belongs to the team that snapped the ball. 12. PASS INTERFERENCE: It is pass interference if an eligible receiver is deflagged or touched prior to touching the ball on a pass thrown beyond the offensives line of scrimmage. If the pass interference by the defense is intentional and/or unsportsmanlike, the defense may be penalized an additional 10 yards. 13. SCORING: Touchdowns= 6 points Extra Points= 1 point if successful running Extra Points= 2 points if successful passing Safety= 2 points *Once a team has made their choice on the extra point, they can only change their decision by taking a timeout. 14. TIMEOUTS: There are two timeouts per half and one for overtime. Timeouts not used in a half cannot be carried over to the next half or overtime. 15. SAFETY: If a player carries the ball across the goal line they are defending and the ball becomes dead while in their team's possession, it is a safety. If a team commits a foul in the end zone where the spot of enforcement is designated as the spot of the foul, it will be declared a safety. A team recording a safety will receive two points, and the opposing team (the team who was scored upon) will punt the ball from their own 20 yard line. EXCEPTION: When a player intercepts a forward pass or catches a scrimmage kick between their 5 yard line and their goal line and their momentum carries them into the end zone where the ball
4 becomes dead, the ball will belong to the receiving team at the spot of the catch of reception. 16. PERSONAL FOULS: Any act listed below or any other act of unnecessary roughness is a personal foul. 17. PLAYERS SHALL NOT: a. Punch, strike, strip, steal, or attempt to steal the ball from a player in possession b. Trip an opponent c. Contact an opponent who is on the ground d. Throw the runner to the ground e. Hurdle any other player f. Contact an opponent before or after the ball is declared dead g. Make any contact with an opponent, which is deemed unnecessary h. Deliberately drive or run into a defensive player i. Clip an opponent j. Position themselves on the shoulders of a teammate or opponent to gain an advantage k. Tackle the runner 18. STIFF-ARMING: is not allowed, a personal foal will be called, and if warranted an unsportsmanlike conduct or ejection will result. 19. OBSTRUCTING THE RUNNER: A defensive player shall not hold, grasp, or obstruct the forward progress of the runner when attempting to remove the flag belt. 20. SCREEN BLOCKING: Shall take place with light contact. The blocker shall have their arms straight out and their hands out. A screen
5 blocker cannot use their hands to grab the defense, elbows, legs or body to inhibit the defense from moving. If they do inhibit the defense, it will be called a Personal Foul. 21. FLAG BELTS: All shirts must be tucked in, and are not permitted to hang over the flag belt. Should a player lose their flag belt legally or illegally during a down and that player gains possession of a live ball, that player will be considered down when a legal tag is made. (Two handed touch by the defense between the shoulders and knees, including the hand or arm) When a player scores, they must immediately raise their hands and allow an official to check their flag belt. This is done to insure that the flag belt has not been illegally secured. If the belt has been illegally secured, the score is disallowed and a 10 yard unsportsmanlike conduct penalty will be administered from the previous spot. Players must have possession of the ball. In cases where a flag belt is removed illegally, play should continue with the option of the penalty of the play (Penalty: Personal foul, 10 yards.) 22. 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. FLAG GUARDING INCLUDES: Swinging the hand or arm over the flag belt to prevent an opponent from deflagging. Placing the ball in possession over the flag belt to prevent an opponent from deflagging. Lowering the shoulders in such a manner, which flag guards. 23. OFFICIAL'S AUTHORITY: An official assumes authority 15 minutes prior to the scheduled game time, and until they have left the field. The officials have the authority to rule on any situation not specifically covered in the rules. His/Her decision is final, unless ruled otherwise by the supervisor on duty or have them sit out of part or all of the game. Spectators are a part of a team and fouls they commit will go against their team.
6 24. THE BALL: An official size football will be used. 25. ADVANCING THE BALL: The offensive team cannot advance the ball through their scrimmage line. Penalty: Illegal procedure, 5 yards from the previous spot. There are no restrictions: during a run by a runner, once the ball is beyond the offensive scrimmage line and after a change of possession. Remember also that once the ball has been legally advanced past the line of scrimmage, the line of scrimmage no longer exists. Therefore runners may receive laterals or pitches from ball carries beyond the line of scrimmage and may advance the ball across what had originally been the line of scrimmage.
1. NUMBER OF PLAYERS:
*=applies to ALL CSI IM events Flag Football Rules *CSI IM Flag Football will be played by the following rules. Team captains are responsible for the eligibility and conduct of all their players. Every
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