7v7 Flag Football Rules
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1 ROSTER 7v7 Flag Football Rules 1. You must have a valid WSU One Card. 2. All participants must create and IMLeagues account to participate in Wayne State intramurals. 3. Each team must have the minimum number of players signed-up on their IMLeagues roster to play the first game. Otherwise, your team will forfeit the first game. 4. College intramurals are for currently enrolled WSU students (that means they are taking classes during the term of the IM sport they are playing) and WSU faculty and staff who have a membership to the MHRFC. No exceptions. Community members of the MHRFC are not eligible to participate in WSU intramural sports. 5. Any new player must be added prior to game and create an IMLeagues account. We will not be allowing players to write in their names on the roster after week All players must have an IMLeagues account and be on the roster prior to playoffs. NO EXCEPTIONS. 7. Players must check in with scorekeeper 10 minutes before each game and have the WSU One Card on them. 8. A player can only participate on one single gender and one coed team per sport. 9. Teams allowing participation of players who are not eligible (read Rule #2) or not on the roster will forfeit any games in which the illegal player participates. Rules subject to change on the authority of Campus Recreation and its management. FORFEIT/MERCY RULE The clock begins at the designated start time. If a team is late, the missed time will not be added to the end of the game. The clock will continue to run until halftime. If a team is missing the minimum amount of players by the end of the halftime period, then game will be recorded as a forfeit. For each minute the team is late, 1 point will be added to the team s score that is ready for play. A forfeited is game is Mercy Rule: If a team is down by 19 or more with 2 minutes or less or down 35 points with 5 minutes or less, the game will be ended in a mercy. NUMBER OF PLAYERS Each team needs a minimum of five (5) players to start each game. If a team drops below five (5) players for any reason other than injury, they will automatically forfeit the game. There is no limit on how many players can be on the roster.
2 TIME OUTS Each team is allowed one one-minute timeout per half. TIME OUTS DO NOT CARRY OVER TO OVERTIME. THE FIELD Respective lines to gain a 1 st down for each team in order are the 20, 40 and 20 yard field markings. The two hash marks will run parallel with each sideline and located 15 yards from each sideline. During the start of each half, for a try, after a touchback, safety, and each overtime series, the offensive team may spot the ball at any point in between the hash marks at the 14 yard line. The side and end lines are out of bounds. One foot must be in bounds for a legal catch. Two ball spotters will be used for each play. One cone will mark the offensive line of scrimmage, and one cone will mark the defensive line. The spotter will always be one yard apart. GAME BALL Men will use regular sized game balls while women s teams may use either the regular or intermediate sized ball. Teams are encouraged to bring their own game ball. FLAGS Flags will be provided to teams after each player signs into the game. Shirts MUST be tucked in and flag belts must be worn on the outside of clothing. Each belt will contain three (3) flags that MUST be worn on the players side. ITS IS ILLEGAL TO TIE YOUR FLAGS IN A KNOT OR WRAP THEM SO THEY WILL NOT COME OFF. EQUIPMENT 1. Players must wear shoes. No sandals, boots or metal cleats will be allowed. 2. Players may NOT wear pads or braces above the waist, cast/splints at any time, billed caps, bandanas with any knots or LiveStrong braclets. 3. All pants/shorts MUST NOT have pockets or belt loops. 4. Player MAY wear kneepads, gloves, covered knee braces, headbands, knit caps, and hooded sweatshirts turned inside out. 5. Players must wear full t-shirts. JEWELRY Captains will be given a warning before the game- that all jewelry must be taken off- it is up to the captain to inform his/her players before the game! If after that: a player is caught with jewelry on- both team captains will get another warning and the specific player will receive an unsportsmanlike penalty( 10 yards.) After the second warning, any player that is caught with jewelry will be ejected from the game (no matter what team the player is on.) COIN TOSS The referee will toss a coin and offer the winning captain these options. 1. To defer his/her option until the second half
3 2. To start on offense or defense 3. To defend a specific goal STARTING THE GAME The first and second half will begin with the ball placed on the 14-yard line. There will be no kickoffs. 1. First half= The clock will run continuously for the full 20 minutes of the half. 2. Half time= 3 minutes 3. Second half= The clock will run continuously for the first 18 minutes of the half. With approximately 2 minutes remaining in the game the Referee shall stop the clock and inform both captains of the playing time remaining in the half. The clock will then start on the snap. The clock will stop for a: a. Incomplete legal or illegal forward pass- starts on snap. b. Out-of-Bounds- starts on the snap. c. Safety- starts on the snap of the next play d. Team time-out- starts on the snap e. First down- dependent on the previous play. f. Touchdown- starts on the snap(after the try) g. Penalty and administration- dependent on the previous play(exception-delay of game-starts on snap) h. Referees timeout- starts at his/her discretion i. Touchback- starts on snap j. Team A is awarded a new series- Dependent on the previous play k. Either team is awarded a new series following a legal kick- starts on snap l. Inadvertent whistle- starts on the ready. TOUCHDOWNS After any score the ball shall be place in play at the opposing teams 14-yard line, unless moved by penalty. All touchdowns are 6 points. TRY FOR POINT Ball in play from the 3 yard line=1 point, from the 10 yard line= 2 points, from the 15 yard line=3 points 1. An intercepted pass during the try that is returned for a touchdown=3 points 2. If Team A(scoring team) commits a foul, the try is over. SAFETY When a safety is scored (2 points) the ball belongs to the scoring team at their own 14 yard line. TIMEOUTS Each team is allowed one one-minute timeout per half. Timeouts do not carry over to overtime.
4 SUBSTITUTIONS Players may substitute at any time between downs provided they are ready to play, and have signed in and had their ID checked. OVERTIME (playoffs only) In case of a tie game at the end of regulation the following procedure will occur 1. The referee will conduct a coin toss like the beginning of the game. The team not calling the toss to start the game will call it to start overtime. 2. The winner of the toss will be given the following options: Offense, Defense, or direction. The loser of the toss will chose the remaining option. ALL OVERTIME PERIODS WILL BE PLAYED GOING IN THE SAME DIRECTION. 3. Each team will start their possession on Team B s 20 yard line. The line-to-gain is the goal line. A team will have four downs to score a touchdown. If a change of possession occurs a teams series will be over. The object is to score a touchdown and try for extra point. If the score is tied after both teams have had a series, the overtime will continue until the time is broken. 4. If overtime lasts for more than 1 overtime period, teams cannot try for one point. After the 2 nd overtime, no team can try for anything other than All fouls and penalties will be enforced as usual. A penalty with an automatic first down will result in a new set of four downs to score a touchdown. The goal line will always be the line to gain. 6. Each team will be given one (1) timeout the entire overtime. Playoff Seeding 1.) Win % 2.) Sportsmanship 3.) Head to Head 4.) Differential Playing The Game STARTING THE PLAY The offense must snap the ball within 25 seconds after the Referee has blown the whistle to put the ball in play. THE SNAP The snapper shall pass the ball back from its position on the ground with one quick and continuous motion. They do not have to pass the ball between the legs. Both of their feet must be behind the offensive scrimmage line. 1. Following the ready whistle, no defensive player may break the plane of the restraining line until the snap 2. No offensive player shall make a false start or any movement that indicates the start of play
5 3. The player receiving the snap must be at least 2 yards behind the scrimmage line. LINE OF SCRIMMAGE SETS All players are subject to motion, position and illegal procedure rules. 1. The offense must have at least 4 players not in motion on their scrimmage line at the snap. There is no requirement for defensive players 2. The offense must bring all players within 15 yards of the ball at some point after the ready to play whistle and prior to the snap. 3. One player may be in motion, but not forward, at the time of the snap. 4. Following a huddle or a shift, all offensive players must come to a complete stop for one second prior to the snap HAND OFFS Any player may hand the ball backward or forward at anytime behind the line of scrimmage. 1. If the ball is tossed or there is time between the ball and the catch, then passing rules apply. PASSING THE BALL All players are eligible to touch or catch a pass. Backwards passes are unlimited. 1. A pass is any exchange of the ball that involves airtime. This can be forward or backward, overhand pass, or any other toss or flip of the ball 2. Only one forward pass may be thrown per scrimmage down, but NOT on kicks, punt3, or interceptions. 3. These passes are illegal- when the passer s feet are beyond the line when the ball leaves the hand, the ball is intentionally grounded, the passer catches their own untouched pass, when there is more than one forward pass during a scrimmage down, if a forward pass is thrown after a change in team possession. 4. A player may pass the ball backward at any time. NOTE: Backwards passes that hit the ground in a play are dead at the spot. Backward passes that go out of bounds belong to the offense unless the ball goes out of bounds behind a goal line, and then the play will result in a touchback or safety. 5. The pass begins when the ball is released from the passers hand. The ball is dead if the passer is deflagged before the initial release. 6. The initial direction of a pass determines whether a pass is forward or backwards. 7. If the opposing players catch a forward or backwards pass simultaneously, the ball becomes dead, is considered a complete pass, and belongs to the offensive team at the spot. 8. Interceptions in a team s own end zone may be advanced out or downed for a touchback. 9. Momentum rule: When a Team B player intercepts a forward pass, backwards pass, fumble, or catches a legal kick between his/her 5 yard line the goal line, and his/her momentum carries him/her into the end zone and becomes dead, the ball is placed at the spot where possession is gained. ENDING THE PLAY
6 1. The whistle blows. (On inadvertent whistles, the team may replay the down or take the ball at the spot. 2. It goes out if bounds. 3.Any part of the runner s body other than a hand or foot touches the ground. Ball in possession is considered part of the hand. 4. After any score. 5. Any punt comes to rest on the ground and no player attempts to secure it, or a muff hits the ground. 6. A forward or backwards pass or snap hits the ground. (Dead at spot on backwards pass and snap) 7. The flag belt is removed illegally (if the belt falls off, one hand touch between the shoulders and the knees) 8.If a player or ball from an adjoining field interferes with the result of a play the official shall stop play and offer the team in possession the option of repeating the down or taking the ball at the spot of the interruption. PUNTING THE BALL 1. The are no fake punts. 2. If the offense wants to change their decision to punt or not, they must call a timeout. 3. Neither team may advance beyond their respective scrimmage lines until the ball is kicked. After receiving the snap, the kicker must kick immediately and in a continuous motion. The kicker may not kick the ball to him or herself or any other member of the kicking team. Defensive players may jump in an attempt to block the kick. 4. IF a punt touches a player on either team and then hits the ground it is dead and belongs to the receiving team. If a punt hits a player on the receiving team, and is then caught in the air by the receiving team it can be advanced. If a punt hits a player on the receiving team, and is then caught in the air by a player kicking team it belong to the kicking at that spot with a new series of downs. 5. If a punted ball goes out of bounds anytime before being touched, or comes to rest between the goal lines it shall belong to the receiving team at that spot. 6. There are no fair catches. The punting team may not interfere with the receiving teams ability to catch the ball. If the punting team touches the ball first, the receiving team can take the ball at that spot or the result of the play. FOULS AND PENALTIES *FLAG FOOTBALL IS NOT A CONTACT SPORT! However, incidental contact will occur. Personal Fouls: Players may not commit any of the following personal fouls 1. Punch, strike, strip, steal or attempt to steal the ball from a player in possession. 2. Trip, clip, or hurdle any player 3. Contact an opponent who is on the ground, or after the ball is dead 4. Throw the runner to the ground 5. Deliberately drive or run into a defensive player or lower the shoulder.
7 6. Commit any unnecessary roughness 7. Tackle a runner by grasping or encircling with the hands or arms 8. Rough the passer (automatic first down)-applies only to the player throwing a legal forward pass behind the offensive line of scrimmage. If a defender contacts the passer in any fashion, whether or not he/she touches the pass, it is roughing the passer. 9. Aid the runner, grab, push, or pull a teammate with the ball 10. Stiff arm an opponent 11. Guard flags by blocking hem with the hands, bal or otherwise denying the defense the chance to pull 12. Use hands or body to block an opponent 13. Pulling the flag from an opponent who does not have the ball 14. Tying the flag belt in a knot or any other tampering with the flag belt. LEGAL AND ILLEGAL SCREEN BLOCKING Offensive players may protect the runner by screening 1. The offensive screen block shall take place without contact and screener may maintain a position (moving or stationary) between the defensive player and the runner. 2. The screen blocker shall have his/her arms at their sides or behind their back. Any use of arms, elbow or legs to initiate contact during an offensive players screen block illegal. A blocker may use a hand or arm to break a fall or retain balance. Players must remain on their feet before, during, and after screen blocking. Any part of the screener s body, expect their feet, may not be in contact with the ground. 3. Defensive players must avoid the offensive players screen block, and may not use their arms or hands as a wedge to contact the offensive blocker. 4. Illegal contact between the blocker/rusher will be called against the player determined to have initiated contact (similar to block/charge in basketball) PASS INTERFERENCE 1. Pass interference is defined as bumping, pushing, or unnecessary contact with an opponent OR restricting a player from access to a pass while on offense or defense. Players may not wave their hands in the face of an opponent. 2. Offensive screen blocking beyond the line of scrimmage when a forward pass crosses the line is illegal. 3. Players may not go through opponent to get to the ball in fli PENALTY ENFORCEMENT The officials will present the option to the captain of the offended team. 1.There are 5 and 10-yd penalties 2. Enforcement will be from one of 4 spots- line of scrimmage(previous spot), the spot of the foul, the end of the run, or the spot where the ball will next be snapped or kicked (succeeding spot)
8 3.FOUL DURING TOUCHDOWN: If there is a foul by the defensive team during a down that results in a successful touchdown, the scoring team may choose to have the foul enforced at the succeeding spot or the 14 yard line. 4. PUNT EXCEPTION: A foul by the receiving team during the punt on returning teams side of the line of scrimmage with the punt ending beyond the kick teams scrimmage line and in the receiving teams possession, will be enforced from the spot that the kick ends. If the kick ends in a touchback the spot of enforcement will be the 14-yard line. Any foul behind the spot that the kick ends will be enforced from the spot of the foul.
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