TEXAS A&M UNIVERSITY-KINGSVILLE FLAG FOOTBALL RULES

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TEXAS A&M UNIVERSITY-KINGSVILLE FLAG FOOTBALL RULES Participation in the Texas A&M University-Kingsville Intramural Sports Program is voluntary and individuals use facilities at their own risk. Participation in any physical activity involves inherent risk and even when safety precautions are utilized, injuries and accidents can occur. The Recreational Sports Department would like to encourage each individual to consult their physician and obtain adequate personal health/accident insurance prior to participation in our programs. The Texas A&M University- Kingsville does not provide personal health or medical insurance coverage for participants. Any rule not specifically covered will be governed in accordance with the 2017-2018 National Intramural Recreational Sports Association (NIRSA) Rule Book. RULE 1: PLAYER ELIGIBILITY 1. Participation is limited to currently enrolled, fee-paying Texas A&M University-Kingsville students and faculty/staff members with Recreational Sports Memberships. All participants must pay required fees per sport. TAMHSC students must be currently enrolled in at least one class and pay for a Campus Recreation and Fitness Membership. 2. Participants must present their Student ID or current Recreational Sports Membership Card in order to participate. 3. Players can compete for only one single sex team (Men s, Women s) and one Coed team, regardless of league classification (e.g. - participants cannot play for a men s recreational team and a men s competitive team). 4. All participants must meet the eligibility requirements as stated in the Intramural Sports Manuel. 5. Once a participant has signed in for a team, he/she may not transfer to another team without filling the proper paperwork. The paperwork must be approved before a student can play for another team. RULE 2: TEAM COMPOSITION 1. TEAMS: Each team will consist of 7 players on the field at one time. A minimum of 4 players are required to start the game. 2. CAPTAIN: Each team shall designate a team captain to make all decisions. (Updated Summer 2017) 1

3. PARTICIPANTS: Team representatives including players, coaches, spectators, and other persons affiliated with the team are subject to these sport rules and all intramural sports policies. 4. VARSITY & EX-VARSITY ATHLETE: All former varsity athletes will be ineligible for a period of one calendar year from their last participation with varsity athletics. RULE 3: FORFEITS, DEFAULTS, AND PROTESTS 1. FORFEITS: If a team fails to appear for a scheduled game or match by game time, or following the grace periods, a forfeit will be declared. If a team forfeits two or more contests, the team will be ineligible for postseason competition, and the team may be dropped from the league. Forfeits will receive a Sportsmanship score of Zero (0). 2. DEFAULTS: If a team notifies the intramural office of their inability to field the required number of participants for their game, no later than 3:00PM on the day of the contest, it will be marked as a default. Once the default has been requested, it cannot be overturned. Defaults will receive a Sportsmanship score of Three (3). 1. GRACE PERIOD: Teams will be granted a 5 minute grace period from the original game time if at least 1 player has checked in at game time. Clock will start. If the minimum number of players required to start the game are signed in before the grace period has concluded, the game will begin and the opposing team will be awarded 7 points to begin the game. The game clock continues rolling during this time period. The teams must start play before the initial 5 minutes are up. If no players are signed in at game time, there is no grace period and the game will be declared a forfeit. 2. OPTIONAL GRACE PERIOD: After the original grace period has expired, the opposing captain has the option of taking the win or waiting an additional 5 minutes. Clock continues rolling. In the event the captain decides to wait, the decision is irreversible. If the minimum number of players required to start are present before the optional grace period has expired, the game will begin and the opposing team will be awarded 7 additional points (total of 14 points). The teams must start play before the next 5 minutes are up. 3. PROTESTS: If a team wants to submit a protest, the team captain must stop play immediately and notify the games officials and intramural sports manager. The intramural sports supervisor will document the appeal and forward it to the Assistant Director of Competitive Sports if they cannot settle the protest on site. Teams cannot protest an official s judgment. RULE 4: PLAYING AREA AND EQUIPMENT (Updated Summer 2017) 2

1. PLAYING AREA: Scoreboard # 1. FOOTBALL: Teams may furnish their own game ball or check-out a game ball. There are no requirements regarding ball pressure or markings. Teams may use regular, intermediate, youth, or junior size footballs for their game games. The officials shall be the sole judge of any ball offered for play and may change the ball during play at their discretion. 2. FLAG BELTS: Each player must wear a one piece quick release belt, without any knots, at the waistline with three flags permanently attached, one flag on each side and one in the center of the back. Flag belts will be provided to each team on site. 3. JERSEYS/SHIRTS: Teams are encouraged to furnish their own matching, numbered jerseys. Jerseys must be tucked in at all times. If a jersey cannot be tucked in, it must be a minimum of 4 inches above the waist. Intramural Jerseys will be provided by the Intramural Sports Program for any team that may need them. 4. SHORTS/PANTS: Players may not wear pants or shorts that have belt loops, pockets, or exposed drawstrings. Pants and shorts may not be turned inside out or taped in order to avoid the pockets violation. 5. SHOES: All players must wear athletic shoes. Tennis/running shoes, rubber molded cleats, rubber cleats with a tipped metal material, or screw-in cleats with studs are permitted. Spikes, screw-in metal cleats, boots, and sandals are prohibited. (Updated Summer 2017) 3

6. PADS/BRACES: No pads or braces may be worn above the waist. Leg and knee braces made of hard material must be covered on both sides and all edges with appropriate slow-recovery padding. 7. HEADWEAR: Players may not wear baseball style caps, bandannas with knots, or other rigid headwear. Knit and stocking caps are permitted. Rubber or cloth elastic bands may be used to control hair. 8. SUNGLASSES: Players may not wear sunglasses that are metal or rigid. 9. PLAY BOOKS: Players may carry a play book inside their clothing as long as it is not made of a hard, unbendable material. If carried on the field, a player must keep the play book on them rather than throw it on the ground in the field of play. 10. TOWELS: No towel may hang from a player s waist or otherwise interfere with the possible removal of the flag belt. However, towels may be used and kept on the ground in-between the ball spotters before the snap. 11. JEWELRY: No jewelry may be worn. Jewelry must be removed before the participant will be allowed to participate. Medical alert bracelets are permitted but they must be taped down. Taping of all other jewelry is not permitted. 12. BLOOD RULE: When a player is bleeding, has an open wound, or an excessive amount of blood on his/her uniform the player will be directed to leave the game. The injured player is not to return until the bleeding has stopped, the wound is covered, and the bloody uniform is changed. Any player who is bleeding must be replaced with a substitute until the bleeding stops. An intramural staff member or game official has the authority to remove the player. If by removing the player who is bleeding the team falls below the minimum number necessary to play for the specific sport, the game clock will stop and a maximum of (5) five minutes will be allowed for the player to stop bleeding. An intramural staff member must approve the player re-entering. If the bleeding is not stopped within the allowed time, the team will default the game. The five-minute time allowance is only for teams who have no substitute when the player is bleeding. 13. The Intramural Sports Staff has the right to deem certain equipment unsafe or illegal. RULE 5: TIMING 1. LENGTH OF GAME: The game shall consist of two halves of 20 minutes. The clock will stop for all whistles in the last 2 minutes of the first and second half, team timeouts, official s timeouts, and injuries. There is no overtime during the regular season. (Updated Summer 2017) 4

2. TWO MINUTE WARNING: 2 minutes before the end each half, the clock will stop and the officials shall inform both team captains of the playing time remaining in the half. The clock will not restart until the next snap. 3. DURING THE (2) MINUTE WARNING: The clock will stop for the following: a. Clock starts on the ready for play whistle i. Officials Time Out ii. First Down iii. Illegally attempting to conserve time iv. Inadvertent whistle b. Clock starts on the snap i. Incomplete Legal/Illegal Forward Pass ii. Out of Bounds iii. Safety iv. Touchdown v. Touchback vi. Change of Possession c. On penalties, clock status will be contingent on the result of the previous play. 4. COIN TOSS: A toss of a coin or odds/evens will determine which team shall have the first choice. The winning team shall have the following options: a. To defer their option until the second half b. To receive the ball first or play defense c. To defend a specific goal 5. HALFTIME: Halftime will not exceed 5 minutes. 6. OVERTIME: Regular season games can end in a tie. Overtime will only be played during the postseason. Overtime procedures will be as followed: a. To start overtime, a coin toss will be conducted. The winner of the coin toss has the choice of offense, defense, or direction. If additional overtime periods are played, the order of possession will alternate each new period. All overtime periods are played toward the same goal line. b. Each team will have a series of 4 downs to score from the 10-yard line, unless moved due to penalty. Teams may receive another set of downs by penalty only (automatic first down). c. When a team scores, they may try for 1 point from the 3 yard line, 2 points from the 10-yard line, or 3 points from the 20-yard line. d. If the defense intercepts the ball, the ball becomes dead. The offensive team s series is over when the defense intercepts a pass. (Updated Summer 2017) 5

e. If a team is leading after an equal number of possessions they will be declared the winner. 7. TIME-OUTS: Each team is allowed 3 one-minute time-outs during regulation play. Each team is entitled to 1 time-out during the entire overtime. No timeouts carry over. 8. SCORING: Each touchdown is worth 6 points. Upon scoring a touchdown, the offense will have the opportunity to go for a conversion attempt. The conversion attempts are as follows: a. 1 point- From the 3 yard line b. 2 point- From the 10 yard line c. 3 point- From the 20 yard line i. Note: An intercepted conversion attempt cannot be returned by the defense. It will simply count as a no-good conversion for the offense. 9. MERCY RULE: the mercy rule will be in effect and the game shall end if a team is leading by: a. 50 points or more at half time or any point thereafter (Choice of losing team) b. 19 points or more with 2 minutes or less. RULE 6: PLAYING THE GAME 1. BEGINNING A SERIES: There are no kickoffs. The ball will be put in play from the 14-yard line to begin a half, following a score, touchback, and safety (unless moved by penalty). 2. SERIES OF DOWNS: The team in possession of the ball will have four downs to advance the ball to the next zone line-to-gain. 3. ZONE LINE-TO-GAIN: The zone line-to-gain in any series shall be the zone in advance of the ball, unless distance has been lost due to penalty or failure to gain. In such case, the original zone in advance of the ball at the beginning of the series of downs is the zone line-to-gain. There are a total of three zone lines-to-gain on the field. 4. FIRST DOWNS: A team gains a first down when it crosses or touches the zone line-to-gain. Once the first down has been established, the team may not make another first down by crossing the same line during that series of downs. 5. PLAY CLOCK: The offensive team has 25 seconds to put the ball in play after the referee signals ready for play. 6. BALL RESPONSIBILITY: The offensive team must retrieve the ball after each play. (Updated Summer 2017) 6

7. MINIMUM LINE PLAYERS: The offense must have at least 1 player on the line of scrimmage at the snap. A player in motion is not counted as one of the players needed to be on the scrimmage line. 8. LEGAL POSITIONING: Anytime on or after the ball is marked ready for play, each offensive player must momentarily be at least 5 yards inbounds before the snap. NOTE: If a B player covers an A player positioned within 5 yards of the sideline, it is not a penalty. 9. SNAPPING THE BALL: When over the ball, the snapper must have their feet behind the scrimmage line (1st ball spotter orange cone). The snapper must pass the ball back from its position on the ground with a quick and continuous motion with the hand(s). There are no direct snaps and the player receiving the snap must allow the ball to travel 2 yards before contacting the ball. 10. HANDING THE BALL: Any player may hand the ball forward or backward at any time. 11. FORWARD PASS: One legal forward pass may be thrown per down by the offense. A forward pass is legal when both of the passer s feet are behind the offensive line of scrimmage when the ball leaves the hand(s), the pass occurs before a change of possession and it is the first and only forward pass made during the down. NOTE: An offensive player may run across the line of scrimmage, then run back behind the line of scrimmage and throw a forward pass or toss the ball backward to another player who can then throw a forward pass as long as such pass abides by the provision of this section. 12. BACKWARD PASS: A backward pass is a pass that is thrown backward or parallel to the line of scrimmage. There are no restrictions as to the number of backward passes that can be thrown on any down, or where they may be thrown. 13. CATCH/INTERCEPTION: All players are eligible to receive a pass. A player must have control of the ball and one foot or other body part on the ground inbounds before any part of the body lands in the out of bounds area for a legal pass reception or interception. If an interception occurs in the end zone, the player may return it out of the end zone. If the player is de-flagged while running in the end zone, it is a touchback. 14. SIMULTANEOUS CATCH: A simultaneous catch or recovery is a catch in which there is joint possession of a live ball by opposing players who are inbounds. The ball will be blown dead at that spot and possession will be awarded to the offense. 15. BLOCKING: The only type of blocking that is allowed is screen blocking. No contact is allowed between the offense and defense. a. The screen blocker must stay within their body frame and have hands at side, across chest, or behind back. (Updated Summer 2017) 7

b. Any extension of the hands, arms, legs, or body to initiate contact is illegal. c. The screen blocker must be on his/her feet before, during, and after the screen block. d. The blocker cannot take a position so close to a moving opponent that the opponent cannot avoid contact by stopping or changing direction. 16. FUMBLES: A fumble is a loss of player possession of the ball other than by handing, passing, or punting the ball. A fumbled ball is dead as soon as the ball touches the ground. If the ball is fumbled backwards, the ball will be dead at the spot where it touches the ground. If fumbled forward, the ball is dead at the spot where the fumble occurred. The offensive team will retain possession but an illegal forward pass penalty will be administered. A ball fumbled forward or backward that has not hit the ground can be recovered and advanced by either team. 17. FLAG BELTS: All players are required to have their flag belt proper secured at the beginning of each play. If failure to wear the flag belt is noticed by the official after the play starts, the play continues with the ball becoming dead when the runner is touched between the shoulders and knees. The defensive team can accept the result of the play or penalize the offense for failure to wear required equipment (5-yard penalty). Any time a runner loses his or her flag during action, play will continue until a defensive player touches the runner with one hand between the shoulders and the knees. Tampering with the flag belt in any way to gain advantage, including tying, using foreign material, or other such acts is unsportsmanlike conduct. 18. PUNTING: All punts must be announced to the referee. Once the offense declares to punt, the team may only change the decision after a charged time-out or an accepted penalty in which the down is to be replayed. Below are punting specifications that must be followed: a. The kicking team must have 1 player on the line of scrimmage. b. The kicker must catch and kick the ball immediately in one continuous motion. c. The kicker may not punt barefoot. d. Neither team may advance beyond their respective scrimmage line until the ball is kicked. e. Once the ball is punted, any of the receiving players may block the kick. f. It is a touchback when the punt breaks the plane of the goal line. The receiving team cannot return a punt out of the end zone. g. There are no fair catches. h. No member of the kicking team may interfere with the ability of the receiving team to catch a kick. i. If a punt is muffed by the receiving team and caught in the air by the kicking team, it is dead at that spot and the kicking team retains possession, first and line-to-gain. If caught in the air by the receiving team, they may advance the ball. If the muffed kick hits the ground, it is dead at the spot and is the receiving team s possession. (Updated Summer 2017) 8

19. INADVERTENT WHISTLE: When an official sounds their whistle inadvertently during a legal pass, while a snap is in flight, or while a kick is in flight, the down will be replayed. If it occurs when a player is in possession or during a backward pass, the team in possession may choose either to accept the result of the play where it is blown dead or to replay the down. 20. PENALTIES: a. DELAY OF GAME (Penalty: Dead Ball Foul, 5 yards from the previous spot): The ball must be put in play properly and legally and any action or inaction by either team, which tends to prevent this, is illegal delay of game. This includes: i. Interrupting the 25 second count for any reason, except for a time-out allowed by the referee. ii. Consuming more than 25 seconds in putting the ball in play after it is marked ready for play. iii. Deliberately advancing the ball after it has been declared dead. b. ENCROACHMENT (Penalty: Dead Ball Foul, 5 yards from the succeeding spot): Following the ready-to-play whistle and prior to the snap, defensive players may not encroach, touch the ball, contact opponents or interfere with them in any other way. After the snapper has placed his/her hand(s) on the ball, it is encroachment for any player to break the scrimmage line plane, except for the snapper s right to be over the ball. Players do not have the opportunity to jump across the line and "get back" onside. It is a foul as soon as the player initially enters the neutral zone. c. FALSE START (Penalty: Dead Ball Foul, 5 yards from the succeeding spot): No offensive player shall simulate a charge or start of a play. d. ILLEGAL PROCEDURE (Penalty: Live Ball Foul, 5 yards from the previous spot): The player who receives the snap must be at least 2 yards behind the offensive scrimmage line. Any time at or after the ball is ready for play, each offensive player must momentarily be at least 5 yards inbounds before the snap. e. ILLEGAL MOTION (Penalty: Live Ball Foul, 5 yards from the previous spot): Only one offensive player may be in motion, but not in motion toward an opponent s goal line at the snap. Other offensive players must be stationary in their positions without movement of their feet, body, head, or arms at the snap. f. ILLEGAL SHIFT (Penalty: Live Ball Foul, 5 yards from the previous spot): A shift is the action of 1 or more offensive players who, after the huddle or after taking set positions, move to a new set position before the ensuing snap. If two or more players shift/go in motion simultaneously prior to the snap, both must come to a stop and reset prior to the snap. (Updated Summer 2017) 9

g. FLAG GUARDING (Penalty: Live Ball Foul, 10 yards from the spot of the foul): 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. Contact must occur for a Flag Guarding call. h. ILLEGAL CONTACT: No player shall make contact of any nature with an opponent that is deemed unnecessary. i. COMMITTED BY THE OFFENSE: (Penalty: Live Ball Foul, 10 yards from the spot of the foul): Offensive players must avoid contact. Deliberate charging of an opponent is against the rules. Officials will use the same judgment on charging and blocking by offensive and defensive players as in basketball. "Brushing contact" and unavoidable contact is not willful "charging." The ball carrier may dive or spin around defenders to avoid de-flagging; however, the ball carrier must remain in control of his/her body during such moves, and may not initiate contact in doing so. If the foul is intentional or unsportsmanlike, then 10 more yards will be added to the penalty and the player will be disqualified. ii. COMMITTED BY THE DEFENSE: (Penalty: Live Ball Foul, 10 yards from the end of the run): If a defensive player reaches across the body of the ball carrier to pull the flag and contact is made, the responsibility of the contact lies with the defensive player. A runner shall not be thrown to the ground. There shall be no contact with an opponent who is on the ground. If a defensive player tackles the ball carrier, who in the opinion of the referee, would have scored except for being tackled, a touchdown shall be awarded. Deliberate tackles will result in disqualification. If the foul is intentional or unsportsmanlike, then 10 more yards will be added to the penalty and the player will be disqualified. De-flagging an opponent before they are in possession of the ball also constitutes as illegal contact. i. ILLEGAL FORWARD PASS & INTENTIONAL GROUNDING (Penalty: Live Ball Foul, 5 yards from the spot of the foul and loss of down): A pass thrown in violation of the legal pass guidelines listed above is considered illegal. A pass that is intentionally thrown to the ground is also illegal. j. ROUGHING THE PASSER (Penalty: Live Ball Foul, 10 yards from the previous sport or end of the run. Automatic 1 st Down): Defensive players must make a definite effort to avoid charging into a passer after it is clear the ball has been thrown forward legally. No defensive player shall contact the passer who is standing still or fading back as he/she is considered out of the play after the pass. Roughing the passer restrictions do not apply if the forward pass is thrown from beyond the offensive line of (Updated Summer 2017) 10

scrimmage. The ball is an extension of the hand. Players cannot contact the ball while it is still in the QB s hand(s). k. OFFENSIVE PASS INTERFERENCE (Penalty: Live Ball Foul, 10 yards from the previous spot): Pass interference occurs when a player contacts another eligible receiver who is beyond the line of scrimmage. Restrictions exist for the offense from the time that the ball is snapped until it has been touched by a receiver. l. DEFENSIVE PASS INTERFERENCE (Penalty: Live Ball Foul, 10 yards from the previous spot): Restrictions exist for the defense from the time the pass is thrown until it has been touched by a receiver. Catchable is not needed to make this call. Note: Contact or interference by the defense prior to when the pass is thrown is still considered illegal and will be penalized as a personal foul. Defender does not have to look at the ball. Face Guarding is allowed. m. OTHER PERSONAL FOULS (Penalty: 10 yards from the end of the run [defense], 10 yards from the spot of the foul [offense]): Any act prohibited hereunder or any other act of unnecessary roughness is a personal foul. i. No player shall punch, strike, strip, steal, or attempt to steal the ball from the player who has possession. ii. There shall be no tripping or clipping. iii. There shall be no hurdling. Hurdling shall be interpreted as an attempt by the runner to jump with either feet or knees foremost over a player or between players. (You can jump, dive, or spin away from players to avoid having your flag pulled, as long as no contact is made with the opponent). iv. Tackle the runner by grasping or encircling with hand(s) or arm(s) and taking the opponent toward the ground as in tackle football. v. If the act is deemed flagrant, the individual(s) involved will be ejected from the contest and ineligible for Intramural competition until reinstated by the Intramural Coordinator. n. UNFAIR ACTS (Penalty: Unfair Acts, Live or Dead Ball Foul, 10 yards from the spot of the foul, or previous spot): No player, substitute, coach, or others subject to the rules shall use verbiage to commit any act not in accordance with the spirit of fair play for the purposes of confusing the opponent. NOTE: Voice inflection by the QB is not an unfair act. RULE 7: COED MODIFICATIONS 1. TEAM COMPOSITION: Each team will consist of 8 players are on the field. A minimum of 5 players are required to start the game. (Updated Summer 2017) 11

a. 8 players are on the field 4 males and 4 females b. 7 players are on the field 4/3 Ratio c. 6 players are on the field 4/2 Ratio or 3/3 Ratio d. 5 player are on the field 3/2 Ratio 2. FOOTBALLS: Each team must furnish its own game ball and practice balls. The game ball must be pebble-grained leather or rubber and meet the recommendations of size and shape for a regulation football. There are no requirements regarding ball pressure and markings. The regular, intermediate, youth, or junior size football shall be used for corec games. Footballs are available for check-out. 3. MINIMUM LINE PLAYERS: The offense must have at least 1 player on the line of scrimmage at the snap. A player in motion is not counted as one of the players needed to be on the scrimmage line. 4. MALE BALL CARRIERS (Penalty: Illegal Advancement, Live Ball Foul, 5 yards from the previous spot): A male runner cannot advance the ball across the line of scrimmage unless it occurs after: a. The ball has been thrown by female Quarterback Does NOT have to be thrown across the line of scrimmage b. A run by a female runner across the line of scrimmage c. A change of team possession 5. PASSING: During the offensive team s possession, there may not be 2 consecutive legal forward pass completions, from a male passer to a male receiver (Illegal Male Reception, Live Ball Foul, 5 yards from the previous spot, Loss of down). Each series will begin with an open play. Once a male to male forward pass is completed, the following plays will be closed until a male to female, female to male, or female to female forward pass is completed for positive yards. a. OPEN PLAYS: During an open play, any player can complete a legal forward pass to any other player. b. CLOSED PLAYS: During a closed play, the next completion for positive yardage must be a legal forward pass with either a female throwing the pass or receiving the pass (Penalty: Illegal Forward Pass, 5 yards from where the pass was released and loss of down). Female involvement Positive yards Legal forward pass Open and closed plays are determined by the action of a legal forward pass and catch. Therefore, throughout a play there may be multiple possessions by males or females but the status of the next play is determined by the initial pass and catch. No penalty, accepted or declined, will affect the open/closed status of the following play. The (Updated Summer 2017) 12

open/closed status of a play is not affected when a team scores a touchdown. The PAT s status is determined by the previous play that scored the touchdown. 6. TOUCHDOWNS: If a female scores a touchdown, the point value is 9. If a female player throws a legal forward pass and a touchdown is scored by any offensive player, prior to a change of possession, the point value is 9. All other touchdowns are 6 points. 7. MERCY RULE: the mercy rule will be in effect and the game shall end if a team is leading by: a. 50 points or more at half time or any point thereafter (Choice of losing team) b. 25 points or more with 2 minutes or less. RULE 8: SPORTSMANSHIP 1. RATING: A sportsmanship rating system will be used to promote good sportsmanship with a winning attitude. Intramural Sports officials will rate teams after each league game on a five-point scale for sportsmanship. Team displaying less than a 3.0 average sportsmanship rating will not be allowed to participate in their league playoffs (regardless of the team's win/loss record). The following is a description of the point system: 5 = Excellent conduct and sportsmanship. Players cooperate with officials and team members. The captain calmly converses with officials and has complete control over their team. 4 = Acceptable conduct and sportsmanship. Team members show minor dissent that may or may not warrant a warning. Captain exhibits some control over their team. Teams that earn 1 unsportsmanlike/technical foul will not receive higher than a 4. 3 = Below average conduct and sportsmanship. Team shows verbal dissent towards officials or opposing team that may or not warrant a warning. Captain exhibits minor control over their team. Teams that earn 2 unsportsmanlike/technical foul or one ejection will not receive higher than a 3. 2 = Poor conduct and sportsmanship. Team constantly shows dissent. Multiple instances of poor sportsmanship that could include minor and major infractions toward officials and opponents. Several warnings and/or one ejection. Captain exhibits little control over players and spectators, unnecessary roughness. Team captain exhibits no control over their team. 1 = Unacceptable conduct and sportsmanship. Team completely uncooperative. Team captain has no control over team. Any team receiving 3 unsportsmanlike/technical fouls (Updated Summer 2017) 13

or more than one unsportsmanlike ejection in game will receive a 1 rating. If a 1 is issued, the team captain must meet with the Intramural Sports staff prior to the next scheduled game. 0 = Forfeit 2. AUTHORITY OF STAFF Intramural Officials have the authority to remove a participant from a game, without warning, any player who is playing in a dangerous manner, displaying unsportsmanlike conduct, or shows evidence of drug or alcohol use. When a player has been ejected from a game, he/she must leave the facility immediately. Intramural Supervisors have the authority to remove participants, coaches and spectators from any intramural contest without warning who shows inappropriate A. UNSPORTSMANLIKE CONDUCT Includes but is not limited to: a. Attempting to influence a decision by an official or supervisor. b. Disrespectfully addressing an official or supervisor. c. Indicating objections to an official or supervisor s decision. d. Using profanity, insulting, demeaning or vulgar language or gestures. e. Any form of baiting or taunting, including any form of taunting which is intended or designed to embarrass, ridicule or demean others under any circumstances including on the basis of race, religion, gender, sexual orientation or national origin. Sports Specific Examples: a. Basketball (1) Technical foul = warning (2) Second technical foul = ejection (3) Three technical fouls on one team = forfeit b. Football (1) Unsportsmanlike conduct penalty = warning (2) Second unsportsmanlike penalty = ejection (3) A second ejection = forfeit (4) 4 unsportsmanlike penalty = forfeit c. Soccer (Indoor & Outdoor) / Volleyball (1) Yellow card = warning (2) Second yellow card or first red card = ejection (3) Two ejections = forfeit d. Softball (1) Verbal admonishment = warning (2) Second verbal warning or first severe act = ejection (Updated Summer 2017) 14

(3) Two ejections on one team = forfeit Ejections may be issued without warning. B. Ejection a. If an individual is ejected, they must leave the premises. If this requirement is not met, a forfeit may be called by the Intramural Sports staff on duty. b. Any player, coach, or team fan receiving an ejection must meet with the Intramural Sports Staff before participating in any intramural contest. Penalties for ejection may range from a minimum suspension of one game up to a lifetime ban. c. Team captains are responsible for the conduct of their players, sidelines, and spectators. Team captains who cannot fulfill this responsibility will be issued a warning and a subsequent ejection if necessary. d. The Assistant Director Competitive Sports will hear all ejection cases. They will take in to account all information provided by persons present during the ejection. They will also provide the ejected participant an opportunity to state their case regarding the ejection. The Assistant Director will then render a decision regarding the ejection and impose sanctions as necessary. e. The Assistant Director Competitive Sports will have final say in all matters unless it is a suspension of more than one year. These suspensions may be appealed to the Director of Campus Recreation and Fitness. f. In the case of extreme misconduct, teams and/or individuals may be referred to the Dean of Students. g. An ejected player s rights will be relinquished to represent TAMUK in any extramural event. h. If a team continues to have sportsmanship issues, it is at the discretion of the Intramural Sports staff to remove that team for the remainder of the season. C. Fighting Fighting is defined as a participant intentionally striking, pushing, slapping, punching, elbowing, tackling, or committing any other malicious act toward any other person (contact does not need to be made). Any action which causes an opponent to do any of the above acts will also be deemed as fighting. Fighting is never permitted in Intramural Sport contests. Participants who fight will be ejected immediately and suspended from all further participation until the outcome of a disciplinary action meeting with the Intramural Sports staff 3. INDEFINTE SUSPENSION AND REINSTATEMENT B. Email the Assistant Director Competitive Sports to set up a date and time to meet. C. Remember, an ejected player cannot participate in any intramural sport events until a decision has been rendered. D. Length of suspension will be determined by the severity of the act or behavior. (Updated Summer 2017) 15

E. A player suspended during play is ineligible to compete during the elimination tournament for that sport. 4. SUBJECT TO EJECTION Participants are subject to ejection from intramural events from the time they arrive at the game site to the time they leave. Participants may be additionally sanctioned for any harassment of staff or other participants that takes place off SRC premises if reported by staff members, including electronic or internet forms of harassment 5. EXTRAMURAL EVENTS Each year intramural teams represent Texas A&M University-Kingsville in a variety of events (i.e. flag football, basketball, softball) against champions from other universities. Information on extramural events will be provided to teams during the season. All teams that are interested in participation in an extramural event must have proper paper work completed in compliance with university student travel policies. Department of Campus Recreation and Fitness will only pay registration fees for events. If a player is ejected from an extramural event, that player will be suspended and have to go through the reinstatement process as if it was a game on campus. (Updated Summer 2017) 16