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Registration forms are available in the Campus Recreation Office, Room 120 Markin Centerl.
Schedules will be available at the Captain's Meeting.
Games will begin as soon as Intramural Softball is completed.
All games will be played at the Meinen Field Sports Complex.
I. Flag Football is a game designed to utilize skill, deception and speed, rather than contact and bulk. Play the game according to the rules of the sport and the concepts of sportsmanship.
II. GOVERNING RULES
* Play will be governed by the NIRSA National Touch and Flag Football rules. Following are modifications and highlights of these rules. A copy of this book may be reviewed in the Intramural office. In other cases not covered here, rules of the National Federation State High School Athletic Association will be in effect.
* Final interpretations will be made by the Intramural Department.
III. EQUIPMENT
* No protective equipment may be worn; i.e. helmets shoulder or hip pads. All protective materials (tape, pads, etc.) must be approved by the game official.
* Molded cleats (non-metal tipped) or tennis shoes are the only allowable footwear. Shoes must be worn at all times.
* Shirts must be worn and the tails tucked inside pants.
* No belt loops or pockets are allowed on pants or shorts. Pants or shorts must be of different color than the flags.
* All teams must check out flag with a valid I.D. from the game official on the field. Only IM supplied flags may be used.
* Game ball must be of regulation size and a ball may be checked out at Haussler Hall with a valid I.D.
IV. PLAYING FIELD
* The field shall be 100 yards long and 40 yards wide.
* There shall be four 20 yard first down sections and two 10 yard end zones.
* A five yard dash mark shall be placed in the center of the field, 3 yards from each goal line for 1 point conversion attempts and 10 yards for 2 point conversion attempts.
* The end line, first down lines and goal lines shall be marked with cones.
* A 2 yard restraining line shall run parallel to the sidelines between the 20 yard lines for players box.
V. FIRST DOWNS
* A first down is awarded to a team whenever they advance the ball across the next 20 yard marker. Four downs will be allowed to complete this task.
* A first down may be obtained by running, passing, penalty, or change of possession.
VI. TIMING
* A game shall consist of two 20 minute halves. The clock will run continuously for the first 18 minutes unless it is stopped for a score, team time out or referee's time out. The clock will not run during the P.A.T. attempt.
* Each team is allowed two 60 second time outs per half.
* Stop timing will be used only during the last 2 minutes of each half, at which time the clock will stop on all whistles other than a de-flag. Teams shall be notified at the beginning of the 2 minute period.
* During the last 2 minutes of each half the clock will stop for a:
1. Incomplete pass - starts on the snap
2. Out-of-bounds -starts on the snap
3. Score - starts on the snap after P.A.T.
4. Team time out - starts on the snap
5. First down - dependent on the previous play
6. Fair catch or an awarded fair catch - starts on snap
7. Penalty and administration - dependent on the previous play
8. Referee's time out - starts on his/her discretion
9. Touchback - starts on the snap
10. Change of possession - dependent on previous play
11. Team attempting to conserve time illegally - starts on ready
12. Team attempting to consume time illegally - starts on snap
* Once the ball is marked ready for play, a team has 25 seconds to snap the ball.
* Half time shall be 5 minutes in duration.
* A game will be declared by the referee in favor of the team not in violation of the following cases:
1. Team fails to have five players ready to begin the game at the scheduled game time. There will be a 10 minute grace period.
2. If a team employs tactics obviously intended to delay the game. One warning will be given.
3. If order for the removal of a player is not obeyed within one minute after the warning.
4. If after play has been suspended by the referee, one side fails to resume playing within 25 seconds after "play ball" has been ordered by an official.
5. If a team or its spectators in the opinion of the referee or the Intramural Supervisor, continues to display unsportsmanlike behavior after being warned by an official.
VII. PLAYERS
* Only seven players per team are allowed on the field at a time.
* The offense must have at least four players within one yard of the scrimmage line.
* All plays must originate with a snap from the center. The snap must be made through the legs with a minimum of 2 yards between the center and the person receiving snap.
* Only one offensive player nay be in motion when the ball is snapped. This motion must begin more than one second before the ball is snapped. This motion must be parallel to or away from the line of scrimmage.
* An offensive huddle is not required prior to play, however, if a huddle is formed, all players must attend. A huddle is defined as a meeting of two or more players. If no huddle is formed, all players must line up within 15 yards of the ball.
* Defensive buffer restrictions: no defensive player may be closer than 1 yard to the line of scrimmage from goal line to goal line.
* All players not in the game and spectators must remain between the 20 yard lines. If room between fields does not allow this, spectators must assume position at the end of the field.
VIII. CARRYING THE BALL
* A ball carrier may not deliberately guard his flag. The ball carrier may spin or jump to avoid being deflagged.
* The ball carrier may not hurdle a player to avoid being deflagged. Hurdling is interpreted as an attempt by a runner to jump over a player still on his feet with the feet or knees of the runner foremost.
* If a player inadvertently loses his flags or it is pulled by the opposition before gaining possession of the ball, the play will continue and the ball player must be downed by a one hand touch, between the shoulder and knees, including the hand and arm.
* A player will be ruled "down" when any part of the body other than the hand or foot touches the ground.
* The defender may not play the man, nor may they hold or tackle the runner while deflagging the ball carrier.
* The ball carrier may not be pushed out of bounds, but must be cornered and made to run out of bounds on his own accord.
* A fumble or muffed ball is dead when it strikes the ground.
* When an official sounds his/her whistle inadvertently during a down or during a down in which the penalty for a foul is declined, when:
1. The ball is in player possession - the team in possession may elect to put the ball in play where declared dead or replay the down.
2. The ball is loose from a fumble, backward pass, illegal kick, or illegal forward pass - the team in possession may elect to put the ball in play where possession was lost or replay the down.
3. During a legal forward pass or protected scrimmage kick - the ball is returned to the previous spot and the down replayed.
If a foul occurs during any of the above downs, an accepted penalty shall be administered as in any other play situation. When the foul is accepted, disregard the inadvertent whistle.
IV. BLOCKING AND RUSHING
* No part of the body except the feet shall be in contact with the ground and the feet must remain on the ground for the duration of the block.
* Blocking will be by SCREENING ONLY, that is, a blocker must hinder a defender's movement through positioning rather than body contact.
* During a block, the body must remain upright with elbows and hands touching the body at the side or behind the back.
* Moving blocks are legal, so long as the blocker does not use any interlocking techniques.
* While incidental contact may occur, blocking/rushing penalties will be called against the player who initiates contact.
* The defense may use hands, arms, or legs as a wedge, but may not gain an advantage over a blocker.
X. PASSING
* A forward pass may be thrown from any point behind the line of scrimmage.
* All incomplete backward passes shall be marker down at the point of ground contact.
* Only 1 forward pass may be attempted from behind the line of scrimmage on a given play. A pass is determined to occur at any time the ball is intentionally put into the air, regardless of direction or manner.
* A forward pass is illegal if:
1. It is thrown from beyond the line of scrimmage. The players' foot not the ball.
2. It is intentionally grounded.
3. If the ball has previously crossed the line of scrimmage.
4. It is thrown forward after a change of possession.
5. It is thrown to oneself.
* All players except the passer are eligible to receive a pass.
* A player must have complete possession of the ball and land with their first foot in bounds, to be a legal reception.
* A pass intercepted in the end zone may be advanced.
XI. KICKING
* There will be no kick-off to begin the game or after any score. The winner or the toss will have the option of either deferring option to second half, offense, defense, or which goal to defend.
* To start the game and after every touchdown, the ball will be put in play 1st down and 5 from the 15 yard line.
* On fourth down the offense must announce when the ball is marked ready for play whether or not they will kick. Once the decision is made, it can only be changed by using a time out. If a kick is to be made, the following procedures must be followed:
1. The defense must have a minimum of 5 players on their line of scrimmage.
2. The kicker must receive the snap at least five yards behind the center.
3. The kick must be made immediately upon receiving the snap.
4. All other offensive and defensive line players must remain motionless, with hands below their waist until the kick is made.
* A punt may be advanced only by the receiving team.
* Spot passes are not legal.
* A ball which goes into the end zone from the impetus of the kick shall be ruled a touch back.
XII. SCORING
* Touchdown - 6 points
* Safety - 2 points
* P.A.T. from the 3 yard line - 1 point
* P.A.T. from the 10 yard line - 2 points
XIII. TIE BREAKER
* Should a game end with a tie score, the following system shall be used:
1. Coin toss with the following options: a) offense or defense, b) goal - both teams will use the same goal on offense for all overtime periods.
2. Each team is allowed a maximum of 4 downs in which to score from the 10 yard line. A series is ended by: a) scoring a touchdown, P.A.T. is attempted, b) interception - if returned for a touchdown, P.A.T. is attempted, if needed. If no touchdown, they will then begin their 4 down series if available,
c) if the score remains tied, the tie breaker will alternate choices other than the choice of goal as the goal direction for all overtime periods will be at the same direction.
XIV. PENALTIES
* The offended team may have its choice of the penalty, or the result of the play.
* When both teams commit an infraction during the same live ball period, regardless of the severity, the down is automatically replayed, provided there is no change of possession. If an ejection is warranted, this may occur even though no yardage is assessed.
* When the live ball and dead ball penalty occurs, each is handled on its own merit, regardless whether the penalties are on the same or opposing teams.
XV. MERCY RULE
* If a team is 17 or more points ahead when the referee announces the 2 minute warning for the second half, the game will be over. The same rule applies if a team scores inside 2 minutes with this differential.
XVI. FIGHTING AND EJECTION
* Any teams fighting will cause a double forfeit and removal from the league.
* Any player ejected from a game will not be allowed to participate in his/her team's next game. Before the player will be reinstated for any other games, the player ejected and the team captain must meet with the Director of Intramural & Recreational Sports.
XVII. SPORTSMANSHIP RATING
* Both teams will receive a rating between 4 and 0, with 4 being the high. Ratings will be made jointly by the crew of officials and the supervisor after the game. The ratings will be posted in Haussler Hall hallway on the team schedules the day following the contest. The ratings are as follows:
"4 points" - Excellent Conduct and Sportsmanship: Players cooperate fully with the officials, supervisors, program directors and other team members. The captain calmly converses with officials about rule interpretations and calls. The captain also has full control of his/her teammates.
"3 points" - Good Conduct and Sportsmanship: Team members verbally complain about some decisions made by the officials and/or show minor dissension. No incident of poor sportsmanship.
"2 points" - Average Conduct and Sportsmanship: Players unsportsmanlike conduct is present in only rare, minor infractions. Team shows verbal dissent towards officials and/or the opposing team. Captain exhibits minor control over his/her teammates, but is in control of himself/herself.
"1 point" - Below Average Conduct and Sportsmanship: Team constantly comment to the officials and/or opposing team from the field and/or sidelines. The team captain exhibits little or NO control over teammates or himself/herself. Ejection of player, captain, or coach for abusive remarks. (Note: ejection also involves a one game suspension and a meeting with the Director of Intramural & Recreational Sports).
"0 point" - Poor Conduct and Sportsmanship: Team is completely uncooperative. Captain has NO control over teammates, and/or himself/herself. Any team causing a game to be forfeited. Ejection of more than 1 player from the same team.
* A team must maintain a 2.5 average rating for the regular season in order to qualify for the playoffs. Any team that forfeits shall receive a "0" point rating.
* Any team which receives a "1" or "0" point rating must have their captain meet with the Director the following day to be eligible to play their next contest.
* If a team receives a "0" point rating during the playoffs, they will be eliminated from the playoffs.
* Any player receiving an ejection in the playoffs will be disqualified from all remaining playoff games.
XVIII.OFFICIALS RATING
* At the conclusion of each game, both captains may rate the game officials on a scale from 4 to 0 with 4 being the highest, on their overall performance as a crew. If you have any other concerns with officials, please feel free to stop by the Intramural & Recreational Sports office.
XIX.PROTESTS
* Judgment call cannot be protested. If a team captain wishes to protest an official's rule application or interpretation, he/she must do so before the next live ball. The protesting team captain shall notify the officials to suspend play and request that the Supervisor be brought to the field to make a ruling prior to the continuation of play. If the team captain disagrees with the Supervisor's protest ruling, then the team captain shall immediately inform the Supervisor that the contest is being played under protest. The Supervisor must then document the contest facts (player name, team played for, score, ruling, date, time, site number, time remaining in contest, etc.) and file a report with the Intramural office. It is then the captain's responsibility to file a written formal protest for rule application, interpretation, or eligibility by 5:00 p.m. the next business day, along with a $10.00 protest fee. If the protest is overturned, then the $10.00 will be returned.
XX. SCHEDULES
* Team schedule will be available for every team captain to pick up. A copy of each league schedule will be posted on the IM bulletin board in Haussler Hall just outside the Intramural & Recreational Sports office. This board should be checked the next morning after your game to ensure that the results are correct.
XXI. PLAYOFFS
* Every team will make the playoffs as long as they don't forfeit during the regular season and their sportsmanship rating is 2.5 or higher.
* The playoff brackets will be decided by the Director depending on the number of teams in each league.
* Playoff game will be single elimination.
XXII. DEFAULT POLICY
* To avoid a forfeit, teams may call the Director to reschedule a contest. After calling the Director then the team will call the opposing team to see if they will reschedule the contest. If they will reschedule the contest then they need to decide on a make up time and then call back the change to the Director of Intramural & Recreational Sports.
* If a team cannot reschedule a contest then they have until 2 p.m. on a scheduled contest to be played Monday - Friday and until 4:00 on Friday to default for a Saturday or Sunday contest. The default will give your team a loss but will avoid a forfeit which will keep you eligible for the playoffs.
THE GAME: The game shall be played between 2 teams of 8 players, 4 men and 4 women each. Teams with 7 players shall be 4 men and 3 women or 3 men and 4 women. 6 players, 3 men and 3 women, are required to avoid a forfeit.
THE BALL: The regular, intermediate, junior or youth size football shall be used for corecreational games.
PROTECTED KICK FORMATION: Both teams must have and maintain at least 5 players within 1 yard of their scrimmage line and remain motionless until the kick is made. Penalty: Illegal Procedure, 5 yards from the previous spot.
PROTECTED KICK RECEIVER: On a protected scrimmage kick down, a receiving team male player may advance forward with the ball a maximum of 2 steps. A male may carry the ball backward or parallel. The ball may be advanced forward by a female runner only. However, after the kick has been caught by the receiving team, if there is subsequent change of team possession, any may or female player may advance the ball. Penalty: Illegal Procedure, spot of the male advance, 5 yards.
MINIMUM LINE PLAYERS: The offensive team must have at least 5 players on their scrimmage line at the snap (first ball spotter - orange). Penalty: Illegal Procedure, 5 yards.
MALE RUNNER: A team A male runner cannot advance the ball beyond team A's scrimmage line (first ball spotter - orange). There are no restrictions concerning runs by a female runner. After a change of team possession any male runner may advance the ball through the neutral zone. Penalty: Illegal Procedure, 5 yards from previous spot.
MALE TO MALE COMPLETION: During the offensive team's possession there may not be 2 consecutive forward pass completion's from a male passer to a male receiver. If a male passer completes a forward pass to a male receiver, the next forward pass completion must involve either a female passer or a female receiver for positive yards. The spot where the ball becomes dead must be beyond the team A scrimmage line (first ball spotter - orange). This rule does not apply for the try for point. There are no other restrictions concerning a male passer completing forward passes to a female receiver, or a female to female, or a female to male. Penalty: Illegal Forward Pass, 5 yards from the spot where the second consecutive male to male completed forward pass is released, and a loss of down. Any foul, whether accepted or declined, shall have no effect on whether the next forward pass is completed is "open" or "closed".
MERCY RULE: If a team is 23 or more points ahead when the referee announces the 2 minute warning for the second half, the game shall be over. If a team scores during the last 2 minutes of the second half and that score creates a point differential of 23 or more point, the game shall end at that point.
TOUCHDOWN VALUES: If a team scores a touchdown by either a female catching or passing the touchdown, the point value is 9.
A. Dead Ball Fouls-Loss of 5 yards
1. Delay of game (p.s.)
2. Encroachment (p.s.)
(2nd consecutive encroachment - loss of 10 yards)
3. False start (p.s.)
4. Illegal snap (p.s.)
5. Illegal substitution (p.s.)
B. Live Ball Fouls - loss of 5 yards
1. Aiding runner by teammates
2. Failure to wear required equipment
3. Illegal forward pass (loss of down if by team A) (spot)
4. Illegal handing the ball forward (loss of down if by team A)
5. Illegal motion (p.s.)
6. Illegal procedure (p.s.)
7. Illegal shift (p.s.)
8. Illegal substitution (p.s.)
9. Intentional grounding (loss of down) (spot)
10. Less than required number of players on the scrimmage line at the snap (p.s.)
11. Male advancing ball more than 2 steps on punt (corec) (spot)
12. Male advancing the ball through the neutral zone (corec) (spot)
13. Player receiving snap within 2 yards of scrimmage line (p.s.)
14. Two consecutive male-to-male forward pass completions (loss of down) (corec) (spot)
C. Live ball foul - Loss of 10 yards
1. Eligibility lost by going out of bounds and participating in the play
2. Fair catch interference (succeeding spot)
3. Flag guarding, illegal flag belt removal, straight arm
4. Illegal bat, illegal kick, illegal participation
5. Illegal contact
6. Illegal secured flag belt on touchdown (loss of down and score, player disqualification) (p.s.)
7. Pass interference - defense (automatic 1st down) (p.s.)
8. Pass interference - offense (loss of down) (p.s.)
9. Personal foul
10. Roughing the passer (automatic 1st down) (p.s.)
11. Unsportsmanlike conduct (succeeding spot)
Note: If any of the above infractions are deemed "flagrant", the player will be disqualified.
Code: (p.s. = previous spot), (spot = spot of foul)