Flag Football Rule Changes for 2001 - DOC by hrn94632

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									                                              Central Michigan University
                                                  University Recreation
                                             Intramural Flag Football Rules

The following is a summary of rules and regulations for Flag Football. It is not the complete set of rules but includes those rules
most frequently in question. Some alterations may have been made specifically for Central Michigan University’s Department of
University Recreation. A complete list of our policies and procedures can be found in the Intramural Sports Handbook at our
website www.urec.cmich.edu.

Home Facility
The home facility for flag football is the Outdoor Sports Complex located at Broomfield & Crawford.

Questions
Please feel free to contact the Program Desk at 774-3200 with any questions or concerns that you may have. All reschedules,
defaults, forfeits and additions/deletions must be made through the Program Desk, which is located in the Student Activity Center.

General Procedures
1.     Each team shall elect a captain and possess a team name.
2.     All team members must be listed on the team roster prior to participation.
3.     Players may be added to the roster anytime during the season. In order to be playoff eligible, a player must have played in at least
       one regular season game.
4.     All participants must wear shoes and a shirt but not metal or metal tip cleats.
5.     In the event of inclement weather, decisions to play the game or not will be made one hour prior to the first scheduled
       game of the evening. After that point, supervisors on duty will make the call. If games are cancelled or postponed due to
       inclement weather, the team captain will receive a phone call from an Intramural Staff member. Assume the game is on
       as scheduled unless you hear otherwise. If a game is rained out after the first half of play the game will be ruled complete
       with the score at that time being final.
6.     Any player bleeding must leave the game immediately. The bleeding must be stopped and the wound securely covered
       with a bandage before the player can continue. If there is blood on any clothing or jersey, it must be changed before play
       resumes.
7.     No jewelry, BARRETTES, bandanas, and caps are allowed.
8.     The championship team from each division will receive a maximum of 16 championship t-shirts per team.
9.     PLAYERS
                Only currently enrolled Central Michigan University students and/or faculty/staff are eligible to participate.
                Teams are only allowed a maximum of one (1) ex-collegiate player of the same or similar sport on a team.
                Any collegiate player that played or practiced during the current school year is ineligible for that academic
                 year in the sport they participated in.
                No Professional athletes from the same or similar sport will be allowed to participate in that sport until five
                 years after they were last active in their respective sport.
                Players are only allowed to play on one team unless they are playing on a CoRec team, then they will also be
                 able to play on a men’s or women’s team.
                Once a player has played on a team, they can’t move to another team. If caught, that team will forfeit all games
                 played, lose forfeit check and might not make playoffs.
                      i. All players must have their current, valid ID card at the appropriate playing area in order to play. ID’s
            will be checked before each game. If you don’t have your ID, you will not play that game.
10.    FORFEITS, DEFAULTS, AND RESCHEDULING
             Forfeits- Teams forfeiting a game will not be eligible for postseason play. Any team forfeiting two games will be
             automatically dropped from competition. Any individual or team may be assessed a forfeit or loss by default for
             unsportsmanlike conduct. If neither team /individual shows for a game, both will be charged a forfeit, and the game
             will not be rescheduled. The IM Staff will allow a five-minute grace period for teams which do not have the
             minimum amount of players. If game time arrives and one team does not have the minimum of players, the other
             team has two choices: 1) Take the win by forfeit, or 2) Give the opposing team five additional minutes to show up.
             If the team shows up in the additional time period, game time will be reduced by the number of minutes late the
             game begins. If the captain chooses to take the win by forfeit, the decision may not be changed. If the captain
             chooses to play the game, the captain must accept the results of the game. If the shorthanded team still does not
             have enough players after the additional five minutes, the game will be declared a forfeit. In order to win the game
             by forfeit, the team with players there has to have the minimum number of players present, according to specific
             sport rules. Teams will not be refunded for forfeited games or for removal from the league as a result of forfeited
             games. Forfeits are largely detrimental to the intramural program and are strongly discouraged.
             Defaults- A team unable to attend a game may default their game by contacting the Program Desk at 774-3200.
             This needs be done at least 24 hours in advance of the scheduled game time. Sunday games must be defaulted by
              Friday at 6pm. A default will result in a loss by the defaulting team, but will have no immediate effect on the
              team’s playoff eligibility. Defaults are an alternative to forfeits.


              Rescheduling Any rescheduling requests must be submitted to the Program Desk at the Student Activity Center.
              While teams may request to reschedule, this by no means assures that the request will be honored. Games will not
              be rescheduled for any social activities. In the rare event of an honored reschedule, it has to be agreed upon by
              both teams and the Intramural Staff. Rescheduling requests for playoff games will not be honored unless there is a
              conflict with another intramural sport.

11.     SPORTMANSHIP & RATING
        Good sportsmanship is a high priority of the Intramural program. Complaining to officials is not allowed. Officials are an
        integral part of the program and carry the authority of the division as an employee.

        Each team will be given a sportsmanship rating at the conclusion of each game. The rating will be assigned by the
        officials that work the game on a 4 to 0 scale. TEAMS MUST MAINTAIN AN AVERAGE OF 3.0 TO BE
        ELIGIBLE FOR PLAYOFFS, regardless of win/loss records.
        The basis for each rating on the scale is as follows:

        “A” or 4 points: Excellent Sportsmanship
        -Players cooperate fully with the officials about rule interpretations and calls. The captain also has full control of his/her
        teammates. Team members and spectators were respectful of opponents and officials and encouraged each others efforts.
        At no time was this team disrespectful of opponents and officials and encouraged each others efforts. At no time was this
        team disrespectful towards participants or officials.
        “B” or 3 points: Acceptable Sportsmanship
        -Team members and spectators are respectful of opponents and officials except for one or two minor incidents which
        may or may not merit a warning from the game officials or supervisor.
        “C” or 2 points: Sportsmanship Needs Improvement
        -Team members or spectators are disrespectful of opponents or officials on a number of occasions which may or may not
        warrant a penalty. Captain exhibits minor control over his/herself and his/her teammates and spectators. Teams receiving
        multiple warnings or having a player ejected for an unsportsmanlike act should receive no higher than a “C” rating.
        “D” or 1 point: Unacceptable Sportsmanship
        -Teams constantly comment to the officials and/or opposing teams from the field and/or sidelines. The team captain
        exhibits little or no control over teammates or himself/herself. Majority of individuals on this team are disrespectful of
        opponents or officials on a regular basis.
        -Teams which receive a second unacceptable rating (“D”) in the same sport or activity are subject to immediate dismissal
        from league or tournament play.
        “F” or 0 points: Season Ending Rating
        -Team is completely uncooperative and out of control before, during, and after intramural sports contest(s).
        -Team captain (spokesperson) exhibits poor control over self, the team, and/or the spectators.
        -Multiple ejections or blatant unsportsmanlike conduct that endangered participants, fans, officials, or supervisors.
        -Team fails to cooperate/comply with intramural sports administrative staff/University officials while performing their
        duties; falsely represents or withholds any requested information.
        -Teams which receive an “F” rating are subject to immediate dismissal from league or tournament play.


12.     PROTESTS
        -Only team captains can file protests when a rule has been violated which affects the outcome of the event. The captain
        must, upon occurrence of a discrepancy, immediately inform the official that he or she wishes to put the game under
        protest. Intramural staff can rule on protests during the playoffs.
        -A protest form must be filled out before the next live ball after the play in question. The captain must also file a written
        letter of protest by noon of the next business day, explaining the protest, and returning it to the Program Desk. Grounds
        for protest are eligibility concerns and rules interpretations. An official’s judgment or interpretation of a player’s action
        does not constitute grounds for protest. Eligibility protests may be filed by anyone throughout the season. If a person
        files an eligibility protest, that person’s team will also have its eligibility checked.

13.     Team captains are responsible for knowing all rules on the rule sheet and relaying that information to all team members.

GAME GUIDELINES
1.   Game length is two 20-minute halves with a halftime of 5 minutes. The clock in the first half will run continuously only
     stopping for team timeouts. The first 18 minutes of the second half will be a running clock, stopping only for timeouts.
     (Each team has one timeout per half. They do not carry over into the second half.) During the last two minutes of the
     second half the clock stops on all normal dead ball situations and starts again on the snap except after first downs when
      the ball is ready for play.
2.    Flag football teams consist of 7 players on the field at one time. A team may play with a minimum of 5 players to avoid a
      forfeit.
3.    Shorts with pockets will not be allowed! (NO EXCEPTIONS)
4.    Five minutes after the scheduled game time is forfeit time. At that time, the captain with a full team has the option of
      taking the win by forfeit or allowing the shorthanded team an additional five minutes. The captain’s decision may not be
      changed. If the captain allows the extra five minutes and the other team can field enough players, the game will be
      shortened by the number of minutes late the other team is. Make sure that your team members are present, signed in, and
      ready to play by game time. Show up at least 15 minutes ahead of your game time to allow check in with supervisor.
5.    No Metal Cleats or Metal Tip Cleats
6.    There will be no overtime during the regular season. In the event of a tie at the end of regulation in playoffs, each team
      will be given a series of 4 downs from the 10-yard line to score. Both teams will be given an equal amount of series. If
      the game is still tied after the 1 st overtime period, the teams must try for at least two after a score.
7.    If a team is ahead by 19 or more points at the time of or after the two-minute warning sounds in the second half, the
      game is over.
8.    Jerseys must either be long enough to tuck into your shorts or be 4 inches above the player’s waistline, and must be
      tucked in at the start of every play.
9.    When teams arrive wearing the same or similar colored jerseys, one team will be required to wear mesh jerseys at the
      discretion of the supervisor or referee.
10.   Flag belts must be clipped legally at all times. Failure to have a flag belt legally attached is a penalty.
11.   When the runner is downed, the new line of scrimmage shall be the forward most point of the ball. For example, if a
      player is running with the ball held out in front of his body and the flag is pulled, the ball is spotted at the forward most
      point of the ball, NOT the point where the flag belt comes off.
12.   If a runner’s flag belt falls off during a play, a one handed tag between the shoulders and knees will stop the play.
13.   Flag guarding is not allowed. If your natural running style causes you to guard the flag, it must b e changed. Tip: Hold
      the ball forward because it can’t be stripped from your possession and it gives you forward progress. (See Defensive
      Notes)
14.   Flag Football utilizes “screen blocking” similar to defending in basketball. Contact that gains an advantage for a player
      will be penalized. Any player who repeatedly initiates contact in the opinion of an official or supervisor may be ejected
      from the game.
15.   On any play besides a punt, when a loose ball hits the ground, it is dead. There are no fumble recoveries in flag football.
16.   Punts are protected. There is no rush on the punt, and the offense cannot go downfield until the ball is kicked. There
      are no fake punts, as the offense must declare whether they are playing or kicking on 4 th down.
17.   Following a score a team must choose to go for 1 point from the three-yard line, 2 points from the ten-yard line, or 3
      points from the 20 yard line. Once the decision is made it can only be changed by calling a time out. After an accepted
      penalty, the decision cannot be changed.
18.   During a try a defensive score is always 3 points.
19.   After a safety, the ball shall be snapped by the scoring team at their 14-yard line, unless moved by penalty.
20.   The ball will be put in play on the 14-yard line for the start of each half and after touchdowns.
21.   OFFENSIVE NOTES:
         •         25 seconds to put ball in play.
         •         All Players are eligible for a pass.
         •         Offensive line must be motionless for at least 1 sec.
         •         If a ball is caught in bounds and an opposing team member forces the receiver out of bounds it is a catch and
                   foul.
         •         It is legal for a runner to catch himself from falling using the ball as long as he maintains possession. In
                   other words, the ball is part of the hand.
         •         The offensive team is responsible for retrieving the ball after the play is dead. Take the ball to the huddle
                   with you! The officials are not responsible.
         •         Only one player can be in motion when the ball is snapped. This motion cannot be toward the opponent’s
                   goal line.
         •         The player who receives the snap must be at least two yards behind the line of scrimmage.
         •         A ball may be thrown into the ground to stop the clock, but not to save loss of yardage.
         •         When an inadvertent whistle blows a play dead, the team In possession of the ball may choose to take the
                   ball where it was blown dead or replay the down. If the ball is not in possession at the time of the whistle,
                   the play will be replayed. If there is an accepted penalty, the inadvertent whistle is ignored.
         •         The offensive team must have 4 players set on the line of scrimmage when the ball is snapped.
         •         If an offensive and a defensive player catch the ball simultaneously, possession will go to the offensive
                   player. There will be no fight for the ball.

22.   DEFENSIVE NOTES:
         •         A defensive player may not hold, push or knock a runner down in an attempt to remove the flag belt nor
                      pull the shorts of a player. Even if inadvertent, this is a penalty.
             •        Encroachment is a dead ball foul. If anyone jumps into the neutral zone it is a penalty.
             •        If a runner fumbles the ball from the field into his opponent’s end zone without it touching the ground, it is
                      a touchback and the opposing team will take the ball on the 15-yard line.
             •        An extra point attempt, which is intercepted, may be returned for 3 points.
             •        Any contact with the quarterback while he is throwing a pass or after it is thrown will be roughing the
                      passer.
             •        The defense is not allowed to bat, slap or take the football from the hands of an offensive runner.

CO-RECREATION RULE CHANGES
1.    Teams consist of 8 players on the field (4 women and 4 men).
2.    A minimum of 6 players must be present to avoid a forfeit. If playing with 6 players teams may field 3 men and 3 women,
      4 women and 2 men or 2 women and 4 men. A team may never play with more than 4 players of one gender.
3.    If a team is ahead by 23 points at or after the 2 minute warning the game will be ended.
4.    A minimum of 5 players must be on the line of scrimmage and set for at least 1 second prior to the snap.
5.    If a female throws, runs, or catches a pass for a touchdown the team will be awarded 9 points prior to the PAT.
6.    If a male passer completes a legal forward pass to a male receiver, the next legal forward pass completion must involve
      either a female passer or a female receiver for positive yards. The spot where the ball becomes dead by rule must be
      beyond the Team A scrimmage line. There are no other restrictions concerning a male passer completing a legal forward
      pass to a female receiver, or female to female, or female to male.
7.    A male player may never advance the ball across the line of scrimmage.
8.    A legal forward pass caught jointly by male and female teammates is considered a female reception

The following is a list of the major penalties: (KEY)
        -   DB - Dead ball
        -   LOD - Loss of down
        -   AFD - Automatic first down
        -   EJT – Automatic Ejection
        -   All penalties are live ball penalties unless noted otherwise.



•       Five-Yard Penalties                                    •            Ten-Yard Penalties
              -    Delay of game (DB)                                          -   Offensive pass interference (LOD)
              -    Illegal equipment                                           -   Defensive pass interference (AFD)
              -    Unfair tactics                                              -   Illegally secured flag belt (LOD & EJT)
              -    Illegal substitution                                        -   Unsportsmanlike conduct (Two will
              -    Encroachment (DB)                                               result in (EJT))
              -    False start (DB)                                            -   Steal, strike, or batting the ball
              -    Illegal snap (DB)                                           -   Tripping
              -    Illegal motion                                              -   Hurdling
              -    Illegal forward pass (LOD)                                  -   Illegal contact
              -    Intentional grounding (LOD)                                 -   Clipping
                                                                               -   Roughing the passer (AFD)
                                                                               -   Flag guarding
                                                                               -   Stiff arm
                                                                               -   Obstruction of runner, illegal flag belt
                                                                                   removal
                                                                               -     Fighting or Attempt to Fight(EJT)

								
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