4v4 Flag Football Rules

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4v4 Flag Football Rules SMU Intramurals Any rule not specifically covered will be governed in accordance with the2015 & 2016 NIRSA Flag & Touch Football Rules. Modifications have been made to suit the Southern Methodist University Intramural Program. Rule 1: Eligibility Any individual with an active Dedman Center membership is eligible to participate in intramurals. This includes all full time students enrolled at SMU and faculty, staff, alumni, and community members who have purchased a Dedman Center membership. Additional parameters are set for collegiate and professional players: Varsity Athletes: Current varsity football athletes are ineligible to compete in intramural flag football. A varsity athlete s status is determined by the official roster after the team s first contest of the year. Former varsity football athletes must sit out for a full academic year prior to participating in that intramural flag football. Professional Athletes: Professional football athletes are ineligible to compete in intramural flag football. Once a professional football athlete completes their career, they must wait two academic years prior to participating in intramural flag football. Identification: All intramural participants must present their SMU ID at every game to intramural staff in order to check in for play. If a participant does not have their SMU ID, but already appear on the roster, they may check in utilizing any state issued ID. Social media sites will not be an acceptable form of check in for intramural play. If a participant attempts to utilize an ID that does not belong to them, it will be confiscated by intramural staff. The rightful owner may come to the game site or the intramural office to pick up their ID. Each participant involved must meet with the Assistant Director of Intramurals and Sport Clubs in order to discuss further participation in the intramural program. Rule 2: Leagues Open: Teams may be comprised of any gender ratio. A player may compete on two open teams unless they also compete on a Fraternity League team. If they compete on a fraternity league team, they are limited to one open team. CoRec: Teams must meet a pre-determined on field/court gender ratio dependent upon the sport. Participants may only compete on one CoRec team. Rule 3: Equipment Shorts/Pants/Hoodies with pockets, belt loops, or unoriginal opening are prohibited Athletic attire is required Jewelry is not allowed; including necklaces, wedding rings, bracelets, etc. Casts of any material are prohibited All players must wear athletic shoes; one-piece molded rubber cleats are legal Players must wear jerseys/shirts that are similar in color and distinguish them from their opponent o Jerseys are available for checkout from intramurals Rubber, cloth, or elastic bands may be used to control hair. Hard items such as beads, barrettes, and bobby pins are not permitted. A guard, cast, or brace made of hard and unyielding leather, plaster, pliable plastic, metal, or any other hard substance, even though covered with foam padding, is not permitted on the finger, hand, wrist, forearm, or elbow. 1

Knee and ankle braces that are unaltered from the manufacturer s original design/production shall be permitted and do not require additional padding. Knee and ankle braces that are altered from the manufacturer s original design/production shall be permitted as long as they are soft and yielding or all exposed metal and other hard parts are padded with at least ½-inch foam rubber (or ¼ inch closed cell, slow recovery foam rubber). Hats, caps, visors, bandanas, or any head attire with unyielding are prohibited Rule 4: Team Captain Responsibilities Roster Management Minimum of 3 players (maximum 2 of one gender in CoRec thus: 1:2 or 2:1) Maximum of 20 players on the roster Add/Delete Players from roster Player eligibility Communication with Team SMU ID check-in policy Game time and location Rules Intramural policies and procedures Sportsmanship Communication with Intramurals Represent team at each contest Review schedule online Turn in Playoff Conflicts Represent team at captain s meetings File any protests regarding rule interpretation or eligibility Share concerns and/or questions Rule 5: Players Each team consists of four players. A team may start a contest with as few as three players. Substitutions Between downs any number of eligible substitutes may replace players provided the substitution is completed by having the replaced players off the field before the ball is snapped. All substitutes must enter the field from their sideline and all replaced players must leave the field on their sideline. During the same dead ball interval, no substitute shall become a player and then withdraw, and no player shall withdraw and then re-enter as a substitute unless a penalty is accepted, a dead ball foul occurs, there is a charged time-out or a period ends. Rule 6: Forfeits/Defaults In order to keep the intramural schedule running on time, game time is forfeit time. The team or individual present may choose to give the opponent additional time to arrive, however the game clock will start. If the opponent arrives, the game will be played in the time remaining. Once the game is started, the result will be the official score. Any team forfeiting/defaulting two scheduled contests in a major sport will be dropped from further competition in that sport. 2

A forfeit fee of $25 will be charged to the team captain for all contests in which his/her team forfeits during the season. The team will not be permitted to continue play until the forfeit fee is paid. Teams may default one contest per season by contacting the intramural office (intramurals@smu.edu or (214) 768-3367) by 3 p.m. on the day of their scheduled contest for week day games or by 5 p.m. on the Friday before a weekend contest. You will receive a loss for this contest but not be charged a forfeit fee. Rule 7: Protests If a team or individual believes that an intramural sport rule or eligibility policy has been violated, they have an opportunity to immediately protest. If it is a rule protest, the team captain or individual must notify the officiating crew immediately that they wish to protest that play. If the desire to protest is not made known to the officiating crew prior to the next play, then the protest cannot be made. If it is an eligibility policy protest, the team captain or individual must make the protest prior to the completion of the contest. If the protest is made after the contest, the score will stand, but the player will still be subject to review by the intramural office for any sanctions. o Exception: If an ineligible player plays in a championship game, if it is protested within 24 hours of the contest, the championship team will be stripped of their title. The runner up will be recognized as the champion. A rule protest will be resolved by the supervisor on duty and a report will be filed with the game time and situation recorded, as well as the resolution to the protest. All protests will be reviewed the next day in the intramural office; if the protest was incorrectly resolved the game may be replayed from the point of interruption by the protest. Rule 8: Play Start of Contest The game shall begin with a captain s meeting and coin toss. The team winning the coin toss may choose to defer their option to the second half or choose from the following two options: 1. Select to play offense or defense first 2. Select which end they would like to defend in the first half The team losing the coin toss shall exercise the remaining option. Timing Games will consist of two 12 minute halves Half time shall be no longer than two minutes The clock shall run continuously except in the last minute of the first and second half. The clock will then stop and restart in the following format in the last minute of each half: o Incomplete legal or illegal forward pass restarts on snap o Out of Bounds restarts on snap o Safety restarts on snap o Team Time-out restarts on snap o First Down restarts on snap or ready for play whistle dependent on previous play o Touchdown restarts on the snap (after the try) o Penalty and administration restarts on snap or ready for play whistle dependent on previous play (Exception: Delay of game penalty accepted, starts on snap) o Referee s time-out starts at his/her discretion o Touchback restarts on the snap 3

o A is awarded a new series - restarts on snap or ready for play whistle dependent upon previous play o B is awarded a new series restarts on the snap o Team attempting to conserve time illegally (includes intentional grounding and a backward pass thrown intentionally out of bounds) restarts on the ready o Team attempting to consume time illegally restarts on the snap o Inadvertant whistle restarts on the ready Each team is allowed two (2) one (1)-minute time-outs during the game, including overtime. The ball shall be placed at the 10 yard line to begin each half and after every score (including a safety). If a game is interrupted at any point after the first half and cannot be continued, it will be considered a complete game There will be no overtime during regular season Overtime Procedures for Playoffs: o Coin Toss There will only be one coin toss in overtime. If additional overtime periods are played, who starts the next period will alternate based on the initial choice. o Each team will attempt to score by passing from the 3 yard line for 1 point, 10 yard line for 2 points, or 20 yard line for 3 points. o If the score is still tied after one period, play will proceed to a second period or as many as are need to determine a winner. o If the defense intercepts a pass or fumble, the ball will be declared dead immediately and the attempt will be over. Scoring A touchdown is scored when the ball breaks the vertical plane of the opponent s goal line. A touchdown is worth six points. After a team scores a touchdown, they will have the option of trying a one, two, or three point conversion. A try is good when the ball breaks the vertical plane of the opponent s goal line. Each try will be from the following distances and the captain MUST declare their choice to the referee: - Try for one will be from the three-yard line - Try for two will be from the 10-yard line - Try for three will be from the 20-yard line - If a live ball is recovered by the defense during a try the ball will be declared dead immediately and the try will be over. A safety is scored when the ball becomes dead in a team s own end zone while they are in possession of the ball or have caused the ball to become dead in their end zone. A safety is also scored when the team in possession of the ball incurs a penalty that leaves the ball on or behind its own goal line. A safety is worth two points. Mercy Rule No mercy rule. Ball In Play, Dead Ball, Out of Bounds Ball in play: - The offense must snap the ball within 25 seconds of the referee sounding the ready for play whistle. Penalty: Delay of game, three yards. A ball is declared dead when: - a forward pass strikes the ground or is caught simultaneously by opposing players - a backward pass or fumble by a player strikes the ground - a runner has a flag belt removed legally by a defensive player - a runner is legally touched with one hand between the shoulders and knees, including the hand and arm, once the flag belt is no longer attached. - a snap hits the ground. 4

- a fumble or backward pass hits the ground. The team in control of the ball prior to the fumble or backward pass will maintain possession, unless it was fourth down and the offense did not reach the goal line to gain. - the defense secures possession during a try or overtime - 5 seconds from the snap has elapsed without a legal forward pass Out-of-Bounds - A ball in player possession is out-of-bounds when either the ball or any part of the runner touches the ground or anything else, except a player or game official, which is on or outside a boundary line. If the runner inbounds, bumps into or is touched by a player or an official on the sidelines out-of-bounds, the ball is still in play. Zone Line-to-Gain, Number of Downs Zone Line-to-Gain - Each zone is 20 yards in length. - The zone line-to-gain in any series shall be the zone (next field marker) in advance of the ball, unless distance has been lost due to penalty or failure to gain. In such case, the original zone line-to-gain shall be maintained. - The most forward point of the ball, when declared dead between the goal lines shall be the determining factor. Number of Downs - The offense shall have three downs to reach the zone line-to-gain. Snapping, Handing and Passing the Ball The Scrimmage - Snapping - the snap does not have to be between the snapper's legs. The player receiving the snap must be at least two-yards behind the scrimmage line. Penalty: Illegal Snap, three-yards from the previous spot - During the snap, the snapper is the only player required to be on the line of scrimmage. Penalty: Illegal formation, three-yards from the previous spot - No player of the offensive team shall make a false start. A false start is any movement simulating the start of a play. Penalty: False Start, three yards from the previous spot - Encroachment - After the snapper has touched the ball, it is encroachment for any player to break the plane of his/her scrimmage line, except the snapper's right to be over the ball. Penalty: Encroachment, three-yards from the previous spot - Offensive players are responsible for retrieving the ball after the scrimmage down. The snapper will bring the ball from the huddle to the scrimmage line (first ball spotter-orange). - A towel may be placed under the ball, regardless of weather conditions. - All offensive players must be motionless for one second preceding the snap. After all players are set, a player moving parallel to or away from the scrimmage line is legal. Penalty: Illegal motion, three yards from the previous spot - An offensive player that moves/shifts (other than going legally in motion) must stop for one full second before the snap. Penalty: Illegal Shift, three yards from the previous spot. - After the ready for play whistle, an offensive player must momentarily be at least five yards inbounds before the snap. Penalty: Illegal Formation, three yards from the previous spot. Handing the Ball - Any player may hand the ball forward or backward at any time. - The ball may not be ran across the line of scrimmage, a legal forward pass must cross the line of scrimmage. Forward Pass - All players are eligible to touch or catch a pass. Only on legal forward pass per down is allowed. A forward pass is illegal: - if the passer s foot is beyond Team A s scrimmage line (first ball spotter orange) when the ball leaves his/her hand - if thrown after team possession has changed during the down 5

- if intentionally grounded to save loss of yardage - if a passer catches his/her untouched forward or backward pass - if it is the second forward pass in that down Penalty: Illegal Forward Pass, three yards, spot of the pass, loss of down, if prior to possession change. Interference - After the ball is snapped, and until it has been touched, there shall be no offensive pass interference beyond the offensive scrimmage line when the legal forward pass crosses the offensive scrimmage line (orange ball spotter). Penalty: Offensive Pass Interference, 5 yards, previous spot, loss of down - After a legal forward pass is released by the passer and until it is touched, there shall be no defensive pass interference beyond Team A s scrimmage line while the ball is in flight which crosses the Team A scrimmage line. Penalty: Defensive Pass Interference, 5 yards, previous spot, automatic first down - If opposing players catch a pass simultaneously, the ball becomes dead, is considered a completed pass, and belongs to the offensive team. Blocking The offensive team is permitted screen blocking only. Any use of the arms, elbows, or legs to initiate contact during an offensive player's screen block is illegal. Both feet must remain on the ground while screen blocking. *THE SAME RESTRICTIONS APPLY TO DOWNFIELD BLOCKING*. A blocker may only use his/her hands or arms to break a fall or retain his/her balance. ONLY THE MOST ACCIDENTAL CONTACT THAT DOES NOT PROVIDE AN ADVANTAGE, TO A SPECIFIC PLAYER, WILL BE TOLERATED. Rushing No rushing is permitted. The defense may not cross the line of scrimmage until a forward pass has been released The quarterback has 5 seconds from the time of the snap to release the ball on a legal forward pass. Ball Carrier 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. Examples of flag guarding include, but are not limited to: o Placing or swinging the hand or arm over the flag belt. o Placing the ball in possession over the flag belt. o o Lowering the shoulders in such a manner that places the arm over the flag belt. The runner shall be prohibited from contacting an opponent with extended hand or arm stiff arm The ball carrier may spin in an attempt to avoid the defensive players. The ball carrier is allowed to dive to advance the ball, but at no time is a player allowed to hurdle other players ( over the pile ). Diving to advance the ball will be observed very closely by all officials so that no defensive players are put at a disadvantage. If at anytime diving is used as an unsportsmanlike act it will be penalized accordingly. The defensive player cannot hold, grasp, or obstruct the forward progress of a ball carrier while in the act of removing the flag belt. A runner shall not charge into nor contact an opponent in his/her path nor attempt to run between two opponents or between an opponent and a sideline, unless the space is such as such to provide a reasonable chance for him/her to go through without contact (this will be viewed as basketball terms block & charge ). When any part of a ball carrier's body touches the ground other than their hands or feet, the ball becomes dead immediately. Flag Belt Removal The flag belt contains three (3) flags attached permanently to the belt. The object is to deflag the ball carrier by pulling at one of the flags, causing the entire belt to come off. At this point, the ball carrier is 6

deflagged, under the following circumstances: An opponent who removes the flag belt from the runner should immediately hold the flag belt high. Deflagging is only allowed under special circumstances, similar to tackling in football. Offensive players must have possession of the ball before they can legally be deflagged (including receiver attempting to catch a pass). In circumstances where a flag belt is removed illegally, play continues and deflagging reverts to one-hand touch between the shoulders and knees, arms and hands included. The official will not blow his whistle until the player has been downed by a one-hand touch. The team, which has been offended, will then have the option of taking the penalty or the play as it stands. It is legal for the defensive player to dive to attempt to deflag a ball carrier. A flag belt that becomes detached inadvertently (not removed by pulling it off) means the team doing the deflagging must revert to a one-hand touch between the shoulders and knees, arms and hands included. The official will not blow his whistle until the player has been downed by a one-hand touch. The passer can be legally deflagged if the defensive team deflags him/her before s/he releases the ball. Tampering with the flag belt in anyway to gain an advantage, including tying, using foreign materials, or other such acts will result in that player being ejected from the game and that team being penalized. After a touchdown or extra point has been scored, the official will immediately deflag the player that scored. If the flag belt comes off, then the points are scored. If not, the points are not scored, and the team is penalized. The player is ejected if the flag belt has been tampered with. All players are encouraged to hold the flag belt in the air upon deflagging an opponent to assist the officials in spotting the ball. o Note: the position of the ball when a player is deflagged determines the spot of the next line of scrimmage. Fumbles Any ball that is fumbled by a player is dead as soon as it touches the ground and belongs to the team who last had possession of the ball before it touched the ground. The ball is put in play at the point where it first touched the ground. A dropped or bobbled ball from a pass, lateral, or handoff is also dead as soon as it hits the ground and belongs to the team who last had possession. Forward batting and forward or backward kicking is illegal. For more information on these illegal actions view the NIRSA rules manual. Kicking the Ball There are no kicks. Enforcement of Penalties Basic Spot - Loose ball plays the basic spot of enforcement is the previous spot Punt, exclude post scrimmage kick fouls Legal forward pass Backward pass, including the snap, or fumble made by A-1 from on or behind his/her scrimmage line The run or runs which precedes such legal pass, punt, or fumble - Punts (before possession is gained) basic enforcement spot is previous spot (where ball was kicked from). - On all running plays the basic enforcement spot is from the end of the run. - All fouls are marked off from the basic enforcement spot except an offensive foul behind the basic enforcement spot that becomes a spot foul. - Live ball fouls committed by either team after B gains possession during a try or in OT shall be enforced at the succeeding spot. - All dead ball fouls are administered separately and in the order of occurrence. - Fouls during a scoring play committed by the opponent of the scoring team and there was no change of possession, the scoring team may enforce the penalty on the try or on the 14-yard line after the try. - Fouls during a scoring play committed by the opponent of the scoring team with a change of possession and the foul occurred after the change of possession, the scoring team may enforce the penalty on the try or on the 14-yard line after the try. Loss of Three Yards - Delay of game (dead ball foul) 7

- False start (dead ball foul) - Encroachment (dead ball foul) - Illegal snap (dead ball foul) - Offensive player leaving the field on the wrong side (dead ball foul) - Illegal procedure - Illegal formation - Illegal motion - Illegal shift - Player receiving snap within two yards of scrimmage line - Illegal forward pass (loss of down, if by Team A) - Intentional grounding (loss of down) - Illegal substitution - Aiding runner by teammates - Illegal advancement (loss of down) - Two consecutive same gender-to-gender forward pass completions (loss of down) - Required equipment worn illegally - Offensive player not momentarily five yards inbounds after ready for play and before snap - Player out-of-bounds when ball is snapped - Intentionally throwing a backward pass or fumble out-of-bounds (loss of down) Loss of Five Yards - Illegal contact - Eligibility lost by going out of bounds and participating in the play - Offensive pass interference - Defensive pass interference - Stiff arm - Flag guarding - Illegal flag belt removal - Personal foul - Roughing the passer (automatic first down) - Illegally secured flag belt on touchdown (Team A - loss of down, Team B automatic first down and player DQ) - Illegal participation - Illegal kicking (treated as a fumble) - Illegal stripping - Unsportsmanlike conduct (players, coaches, substitutes, or others) - Illegal player equipment - Quick kick - Spiking, kicking, or throwing ball during dead ball - Batting a free ball - Receipt of an unsportsmanlike penalty - Two or more encroachment fouls during the Interval between downs - Hurdle any player - Kick catch interference - Unfair act - A nonplayer deflags or interferes with a runner (disqualification and touchdown awarded) NOTE: if any of the above infractions are deemed flagrant, the player will be disqualified. Rule 9: Sportsmanship Unsportsmanlike Conduct An unsportsmanlike conduct penalty will be assessed to any individual who commits the following actions: Refusal to comply or abide by the request or decision of an official Unsporting conduct on or off the field Using words similar to the offensive audibles or quarterback cadence prior to the snap in an attempt to interfere with A s signals or movements 8

Intentionally kicking the ball other than a punt Participate while wearing illegal equipment Any persistent use of vulgar or profane language Any disorderly conduct to the opposing players The team may receive an unsportsmanlike penalty for spectator behavior A player receiving an unsportsmanlike penalty must be removed from the game until the next substitution opportunity. The team is not required to play down a player if they have a substitute available. Ejection An ejection will be assessed to any individual who commits the following actions: Flagrant unsporting conduct Violent conduct Vulgar language directed at the official(s) Tackling an opponent Flagrant play with intent to injure Receives a second unsportsmanlike conduct penalty Intentionally contacting an official Fighting an opponent Flagrant Personal Foul Intentionally tampering with flag belt A player receiving an ejection must be removed from the game. The player must leave the facility immediately. Rule 10: CoRec Modifications Number of Players Each team will consist of four players and may begin a game with as few as three A team may play with a maximum of two women and two men on the field at a time Scoring A touchdown will be worth nine points in the following scenarios: - Man passes the ball to a woman on a scoring play. - Woman passes the ball to a man on a scoring play. There is no mercy rule Open/Closed Plays Open Play: Any gender may throw/catch the ball every series begins with an open play. - If there is a same gender completed forward pass (woman to woman or man to man) the next play is closed Closed Play: A legal forward pass must involve both genders for positive yardage. - If a legal forward pass is completed for positive yardage involving both genders, the next play is open If a forward pass is made that only involves one gender, it is an illegal forward pass that is a five yard penalty from the spot of the throw and a loss of down. Any foul, whether accepted or declined, shall have no effect on whether the next legal forward pass completion is "open" or "closed". - Open any gender combination - Closed play must involve a legal forward pass for positive yardage with the involvement of each gender (one gender throws, the other catches). This rule applies to the try. If a down is erroneously declared closed, Team A may choose the result or replay the down. 9

Rule 11: Playoffs Teams who do not forfeit/default more than twice during a season AND have a minimum 3.0 sportsmanship rating average will qualify for playoffs. The sportsmanship rating average is based on the regular season contests. Playoffs consist of a single elimination bracket for each league. Games will be scheduled on Sundays between the hours of 3:30 and 11:30 p.m. and Monday through Thursday between the hours of 6:30 and 11:30 p.m. Captains will have an opportunity to provide their teams conflicts. While the intramural office cannot guarantee that all conflicts can be avoided, it will do its best to accommodate team schedules. For any questions regarding the intramural flag football rules, please contact the intramural office at (214) 768-3367 or by email at intramurals@smu.edu. 10