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The following NIRSA rules will be used during the season: EQUIPMENT & SAFETY RULES Intramurals Flag Football RULES OF PLAY 1. Equipment: a. All players must wear the belts and flags provided. b. Balls and jerseys are available through Intramurals and will be provided on-site. c. Shoes must be soft, pliable upper material with rubber bottoms. d. Cleats are limited to studs or projections, which do not exceed 1/2 inch in length and are made with nonabrasive rubber or rubber-type material, which does not chip or develop a cutting edge. NO METAL in spikes whatsoever. NOTE: Any equipment not covered in a-d will be determined legal or illegal by the Supervisor on-duty. 2. The following are illegal player equipment: a. Hard-billed Hats b. Jewelry c. Leg or knee braces unless covered on all sides d. Metal cleats e. Un-tucked shirts NOTE: Nonabrasive sunglasses may be worn so long as they are free hanging from the head. 3. Other Safety Precautions: a. Players must have their shirts tucked in at all times. b. Pants or shorts may not have belt loops or pockets. Pockets CAN NOT be taped OR turned inside out. Also, no exposed metal on pants or shorts such as zippers, buttons, etc. THE GAME 1. Games are to start at the scheduled time. Game time is forfeit time! 2. At the beginning of the game, the captain winning the coin toss has the choice of: a. Ball possession, defense, or goal they will defend. If winning captain chooses possession or defense, the losing captain has choice of which goal to defend. 3. The game shall be played between two teams of 7 players each (co-rec is 8). A team needs at least 5 players (co-rec is 6) to start and end the game. 4. The game shall consist of two, 15-minute halves. The clock will start on the snap of the first play. It will run continuously until the final two minutes of the 1 st half, and final two minutes of the 2 nd half (unless it is stopped for an injury, team timeout or referee s timeout). 5. Each team has two timeouts per half. Timeouts last no more than 30 seconds and do not carry over. 6. The team area shall be two yards from the sideline and between the 20-yard lines. This rule will be enforced.

OVERTIME (PLAYOFFS ONLY) There will be no overtimes during the regular season. When a game ends in a tie, then the overtime procedure will be as follows: 1. A coin flip will determine which team has the ball first. 2. The ball is placed on the 10-yard line and the team with the ball first has four downs to score. 3. The other team then gets four downs to score from the same 10-yard line. 4. Play continues until one team scores and the other team doesn t (extra-points included). STOPPAGE OF THE CLOCK (FINAL 2 MINUTES) During the final two minutes of the fourth period, the clock will stop for: 1. Incomplete pass or illegal forward pass - starts on the snap. 2. Out-of-bounds - starts on the snap. 3. Safety - starts when the ball is snapped after extra point try. 4. Team time out - starts on the snap. 5. First down - if play ends in-bounds clock starts on referee s whistle, if out-of-bounds clock starts on the snap. 6. Touchdown - starts on the snap (after extra point try). 7. Penalty and administration - dependent on the previous play (usually on the snap). 8. Referee s time out - starts at his/her discretion. 9. Change of possession - dependent on the previous play (usually on the snap). 10. Team A is awarded a new series - starts on the snap. 11. Team B is awarded a new series - starts on the snap. GENERAL RULES 1. The snapper must pass the ball from the ground with a quick and continuous motion of the hand(s) and can either snap the ball from between his/her legs or the side. Direct snaps (less than 2 yards; under center) are not allowed. 2. Any snap that hits the ground is dead at that spot. The player receiving the snap must be at least 2 yards behind the offensive scrimmage line; there are no direct snaps. 3. There must be at least 4 players (co-rec is 5) on the offensive scrimmage line at the time of the snap. Defensive players have no limit on the number of players needed on the scrimmage line. NOTE: On a punt, the kicking team must have the minimum number of players on their scrimmage line. The receiving team does not need a minimum number of players on the scrimmage line. 4. One offensive player may be in motion, but not towards the opponent s goal. A player in motion may be in motion anywhere behind the scrimmage line. Teams may use a shift, but all players must be in a set position for at least one second prior to the snap. 5. To be in the backfield, the player must not break the plane of the line that is drawn through the waist of the nearest player who is on the line of scrimmage. 6. Blocking must be done without the use of the hands or extended arms and in an upright position. A blocker s feet must be in contact with the ground with no other part of the blocker s body in contact with the ground. 7. Offensive players may not run through a blocker, they must run around the block. 8. 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 the sideline, unless the space is such as to provide a reasonable chance for him/her to go through without contact. If a runner in progress has established a straight line path, he/she may not be crowded out of that path, but if an opponent is able to legally establish a defensive position in that path the runner must avoid contact by changing direction. 9. There are no fair catches.

POINTS OF EMPHASIS 1. The neutral zone is from the forward point of the football one-yard to Team B s scrimmage line and extended to each sideline. 2. Encroachment is the act of any player being in the neutral zone after the ball is ready for play, but before the ball is snapped. 3. The ball may be moved with approval by the Referee due to poor field conditions. 4. A team has four downs to reach the next zone line in order to receive another set of downs. The zone lines are 20 yards long and teams must reach the next zone, no matter what the starting position. In other words, the zone line to gain remains the same even if the team loses ground due to penalty or play. The zone line to gain is established when the ball is made ready for play on a first down. 5. A player has been deflagged when the flag belt becomes disengaged by another player. If a players flag belt inadvertently becomes disengaged, then a one-hand tag must be employed between the shoulders and the knees. 6. Forceful advancement, an attempt by the ball carrier to jump or leap over or run through an opponent in any position and at any location on the field IS NOT ALLOWED. The ball carrier may not push off, stiff arm, or etc., any player. If a player falls in front of the ball carrier and jumping could not be avoided, it will be considered inadvertent. 7. A whistle by the Referee will indicate the ball is ready for play. The offense must put the ball in play within 25 seconds from the whistle. 8. A team may ask for a protected scrimmage kick on any down, but they must notify Officials and the opposing team. A team may only change their decision by taking a timeout or end of period. The kicker can be anywhere behind his/her scrimmage line. 9. Substitutes may only enter the game between downs and replaced players must be off the field by the snap of the next ball. 10. Offensive players are responsible for retrieving the ball and returning it to the Referee when a pass is incomplete. 11. Teammates may not push, pull, or help the ball carrier in any way through physical contact. 12. Each team may use their own approved ball while on offense. In free kick/protected scrimmage kick situations, the team kicking determines what ball will be used. PASSING RULES 1. A team is allowed one forward pass per play. The pass must be thrown from behind the line of scrimmage. Any player is eligible to catch the pass. 2. If a forward pass is caught simultaneously by two opposing players, then it is dead and belongs to the team that put the ball in play. If a backwards pass or fumble is caught simultaneously by members of opposing teams, then the ball becomes dead at the spot of the catch and belongs to the offensive team. 3. A quarterback is downed if he or she is legally de-flagged before the ball is released. 4. Two or more offensive players may touch the ball in succession, but the ball may not be batted forward. 5. A receiver must have control and at least one foot in bounds to define a legal catch.

RULES ON FUMBLES AND MUFFS 1. If a player fumbles the ball, then the ball is dead where it hits the ground and is put in play from that spot. If it was fumbled forward, then it is put in play from where the possession was lost. 2. If the ball is fumbled into the air (does not touch the ground), then either team may advance it providing possession was gained while the ball was in the air. 3. A ball that is not fielded cleanly by a returner is called a MUFF. When a muff touches any player from either team and then hits the ground, the ball is dead and belongs to the receiving team. If it hits a player on the receiving team and then is caught in the air, it can be advanced by members of either team. SCORING 6 Touchdown 1 Extra point via running or passing from 3 yard line 2 Extra point via running or passing from 10 yard line 3 *Extra point via running or passing from 18 yard line 2 Safety (opposing team downed in their end zone) 3 Defense returns extra point try for a touchdown PENALTIES AND PENALTY ENFORCEMENT Penalties: 5 Yards 10 Yards 1. Illegal equipment 1. Kick catch interference 2. Delay of game 2. Offensive pass interference (LOD) 3. Illegal substitution 3. Defensive pass interference (AFD) 4. Illegal formation 4. Illegal secured belt on touchdown (LOD) 5. Defensive encroachment 5. Unsportsmanlike player conduct 6. Kickoff out-of-bounds 6. Spiking, kicking, throwing or not returning No Kickoffs ball to official 7. False start 7. Unsportsmanlike conduct by coaches/fans 8. Illegal snap 8. Steal, strike or attempt to steal ball 9. Offensive player not w/in 15 yards of ball 9. Tripping or hurdling any player 10. Player out-of-bounds when ball is snapped 10. Contact with opponent on ground 11. Offensive player illegally in motion 11. Throwing runner to ground 12. Player receiving snap w/in 2 yards of scrimmage 12. Contact before or after ball is dead 13. Illegal shift 13. Drive or run into player 14. Illegal handing ball forward (LOD) 14. Clipping 15. Intentionally throwing backward pass or fumble 15. Tackling runner out-of-bounds (LOD) 16. Roughing the Passer (AFD) 16. Illegal forward pass (LOD) 17. Illegal screen blocking 17. Intentional grounding (LOD) 18. Flag Guarding 18. Helping the runner NOTE: LOD = loss of down AFD = automatic first down Penalty Enforcement: 1. The whistle will be blown and the ball will be declared dead on the following violations: ENCROACHMENT, FALSE START, and DELAY OF GAME. 2. If a defensive penalty occurs behind the line of scrimmage, it shall be marched off from the original line of scrimmage. If an offensive foul occurs behind the line of scrimmage, it shall be marched off from the spot of the foul (ALL-BUT-ONE Enforcement Principle). Inadvertent Whistle: When an official sounds his/her whistle inadvertently during a down: 1. The ball is in player possession - the team may elect to put the ball in play where declared dead or replay the down. 2. During a legal forward pass or a free or protected scrimmage kick - the ball is returned to the previous spot and the down replayed.

GENERAL INFORMATION A. Prior to the game, players must check-in at their field with the official on duty. All Intramural participants MUST have one of the following forms of identification to play. a. Valid ISU Student ID. b. Valid Faculty/Staff ID. B. NO TOBACCO OR ALCOHOL allowed at Intramural events. C. Ejection s: Any form of physical combat (punching, kicking, etc.) at any time during one's use of the facility while an Intramural event is taking place will result in immediate ejection with further action taken on an individual basis. The officials of each game may eject any player or bystander for inappropriate behavior at any time. It is the responsibility of the team captain to make sure ejected players leave the area. Ejected players must be out of sight and sound within one minute or a forfeit may be declared. E. Sportsmanship: All team members, coaches, and spectators are subject to sportsmanship rules as stated in the Intramural Handbook. Each team s sportsmanship will be evaluated by Intramural Officials and Scorekeepers assigned to the game. Captains will have the opportunity to see their team s sportsmanship total at the end of each game. Teams may total 0-5 sportsmanship points each game. A team must average a 3.5 to be eligible for playoffs. F. After one forfeit, teams become ineligible for playoffs. Teams are dropped from competition after two forfeits. If a team knows that they are unable to make a contest, they must notify the Intramural Office (438-3107) before 2:00 P.M. on the scheduled day of the game to not receive a forfeit charge (they will receive a loss and 3 sportsmanship). F. Rosters: Changes may be made to the roster up until the start of the team s second scheduled evening. Changes must be recorded on the official roster form and must be done in the presence of a Intramural supervisor. Teams are encouraged to also update their team rosters on imleagues.com. All player information must be included for any player to be eligible to participate. After the second scheduled evening, there will be no additions or changes allowed to the roster. ***The Intramural Office reserves the right to put into effect any new ruling regarding Intramural policies and unsportsmanlike conduct***