Flag Football Rules
Registration days are Monday Through Wednesday, September 4th-6th , 2006 in the CUB Lobby from 11:00 AM - 1:00 PM and 4:00 PM-6:00 PM or in BWH room 155 during office hours.
Registration Fee
Each team is required to pay a one-time $10 registration fee. This must be paid in cash or dorm/organization check (no personal checks accepted) during the registration period. The registration fee does not carry over from sport to sport.
Captain's Meeting
The MANDATORY captain's meeting will be held at 7:00 PM on Thursday, September 7th, 2006 in BHW 100. If the team captain or representative does not attend this meeting, the team will lose their forfeit fee and must repay the entry fee before participating in any games. Make sure someone from your team is there!
Divisions of Competition
Men's Women's Co-Rec
Format
This is a seven-player league. (You must have at least five players to begin a game.) The exact tournament format will depend on the number of teams that register. All games will be played on the Intramural Fields near the varsity tennis courts.
Roster Restrictions
Participants are subject to the Intramural sports eligibility rules as stated in the Intramural handbook (page 5), and the Captain's Contract (to be signed by all team captains at mandatory captain's meeting). The following roster restrictions apply:
Playing on more than one team.
An individual may not play on more than one intramural team within the same division (i.e. on two Men's teams, on two Co-Rec teams, or two Women's teams, simultaneously).
Individuals may play on one Men's and one Co-Rec team, OR one Women's and one Co-Rec team
Varsity and Ex-Varsity Players
Any individual who participated for more than two weeks on an intercollegiate football team (varsity or junior varsity) during the 2006-2007 academic calendar year is INELIGIBLE to participate in intramural football. (For example, any player who is listed on the Gettysburg College Football roster for the Fall 2006 season is ineligible to participate.)
Try-outs do not count towards the two weeks of participation on an intercollegiate team.
Each team may have two ex-college football players on their roster, provided the players were not members of a varsity or junior varsity team during the 2006-2007 academic calendar year.
Eligibility and Adding Players
All players must sign the "Agreement to Participate" form in order to play. If a team is adding a new player (someone whose name is not on the score sheet), that player must first sign the "Agreement to Participate" form before s/he is allowed to play.
Players must play in at least TWO (2) regular season games in order to be eligible for the playoffs.
No new players may be added to a roster during the playoffs.
Valid ID Cards
Each player must present GETTYSBURG COLLEGE PICTURE IDENTIFICATION, if requested. Intramural Supervisors reserve the right to not allow any player to participate who does not present a valid ID before the game.
Forfeit Fee
In an attempt to discourage teams from not showing to scheduled contests, each team is required to pay a non-refundable $15 forfeit fee if their team forfeits a game (see Intramural Handbook page 4). This must be paid in cash or dorm/organization check (no personal checks accepted) before the team is eligible to participate in their next game. If the team does not pay the forfeit fee, the price for the fee will increase to $30 and the team will be dropped from the league. Student Accounts will be charged if not paid.
Forfeits
A team forfeits a game when they are unable to assemble the minimum five (5) necessary eligible players at the time the game is scheduled to begin, or if a team attempts to reschedule a game with less than 24 hours notice.
Forfeit
You are required to be present and ready to start the game at the scheduled time.
A team may choose to wait until their opponent arrives to compete. However, the official game clock will start running as scheduled. The game will commence once the opponent arrives (with whatever game time remaining on the clock.)
The Intramural Supervisor reserves the right to call a forfeit due to a team's tardiness or inability to assemble the required minimum five (5) players at game time.
If, at the regularly scheduled game time, one team has failed to produce the minimum required number of players, the opposing team will earn a win by forfeit.
Any attempt to reschedule a game without proper advance notice will result in a loss-by-forfeit for your team, unless appropriate measures can be taken by the Campus Recreation Department to reschedule the game. Proper notice is the following: The request must be made with at least 24-hour notice on weekdays, or by noon on Friday for Sunday games.
If both teams do not show up for a scheduled game, both teams will receive a loss by forfeit and will be required to repay the forfeit fee. If each team fails to produce at least five (5) eligible players to begin a game, and has failed to give proper notice (see above paragraph) to reschedule the game, the game will be ruled a "double forfeit" and both teams will be required to repay the forfeit fee.
Rescheduling Games
Teams may not be able to make it to all their scheduled games, due to academic or other commitments. During the season possible reschedule dates will be posted on the Campus Recreation Web site. If your team needs to reschedule, the Campus Recreation Department requires advance notice so as to make appropriate accommodations for officials, supervisors, and facility space. The following reschedule procedure should be used when rescheduling a game:
Submit to Campus Recreation (x6322; campusrec@gettysburg.edu), in writing or by phone call, the reason for re-scheduling AT LEAST 24-hours before scheduled game time. NOTE: If the game is on a Sunday, requests for reschedules must be made by Friday at Noon. If the request is made without 24-hour notice on weekdays, or not by noon on Friday for Sunday games, you will receive a LOSS BY FORFEIT for inadequate notice.
Once notification has been made to Campus Recreation, the slot will be made public for any interested teams. If no teams respond the game will be postponed to a later date mutually agreed upon by both captains.
Safety
Proper attire should be worn. No jeans or dress pants allowed. No Belt loops.
It is forbidden to wear any object that may cause an injury or give an artificial advantage to the player, including but not limited to head gear, jewelry (including tied rope necklaces, earrings, nose rings, etc.), casts, or braces.
Taping of exposed jewelry will not be permitted. This is for your safety as well as others.
Religious medallions or medical identifications must be removed from chains and taped or sewn under the uniform.
Individuals are required to obtain prior approval from the Director for the use of orthopedic devices essential to protect an injury.
Players/coaches bleeding or having blood on clothing will be prohibited from participation until appropriate measures have been administered.
Any player who refuses to follow these rules may be removed from the playing area.
Rules
The 2006-07 NIRSA National Flag Football Rules will govern play, with the following modifications:
Co-Rec
The teams are permitted 8 members on the field at any given time; however the number of females must equal or be greater than the number of males on the field.
A touchdown where a female player crossed the goal line or threw the pass is worth 9 points while a touchdown via interception, punt return, or male to male completion male is 6.
No male may run across the line of scrimmage in possession of the ball; however females may run beyond the line while in possession of the ball.
1. Game, Field, Players, and Equipment
1.1 Shirts must be long enough to tuck in so that they remain tucked in the pants/shorts during the entire down or short enough so there is a minimum 4" from the bottom of the shirt to the player's waistline.
1.2 Pants or shorts with BELT LOOPS or POCKETS are prohibited.
1.3 Towels may not hang form a player's waist or otherwise interfere with the possible removal of a flag. Towels however may be used and kept on the ground on the ball before the snap.
1.4 All jewelry must be removed including watches, earrings, bracelets, etc. Players may wear soft, pliable basketball or wrestling knee pads on legs, knees and/or ankle.
1.5 The game shall be played between two teams of 7 players each on a rectangular field. Each team must have 5 players on the field in order to begin the game.
1.6 The field is divided into 4 zones of 20 yards each and 2 end zones of 10 yards each.
1.7 Each team shall designate a captain to act as team spokesperson and make decisions. Only the captain may talk to officials. Team representatives including players, spectators, team managers, coaches, and group members subject to the rules.
1.8 The use of dangerous equipment is prohibited. Shoes must be worn; cleats are permitted provided they are not metal; i.e. molded cleats only.
1.9 The ball starts on the twenty there are no kickoffs.
1.10 Men will use the regular size football, while women will use the intermediate size football (Co-Rec may use either size balls). Game balls will be provided but teams may choose to use their own footballs. Referees will not handle the football; the offense is responsible for the ball at all times.
2. Periods, Time Factors, Substitutions
2.1 The winner of the pre-game toss shall have the first choice of options:
A. offense/defense
B. which goal to defend
C .to defer their choice of A or B until the second half.
2.2 Playing time and intermissions: A game shall consist of 2 halves with a 5-minute intermission. Each half shall consist of 20 minutes. The clock will run continuously during the first 18 minutes of each half. During the last 2 minutes of each half, the clock will stop such as in college football:
Penalties
Scoring plays (Extra Points)
Incomplete passes/out of bounds
Injured players
First downs (until the ball is set in play by referee's ready to play whistle).
2.3. Mercy Rule: If a team is ahead by 19 points (Co-Rec is 25 points) at the two-minute warning in the second half, the game will not be over, the clock will not stop for the rest of the game.
2.4 Each team is allowed two (2) timeouts per half (1-minute time-outs); time-outs not used in the first half are not carried over into the second half. The clock will stop during time-outs.
2.5 Free substitution is allowed after any whistle provided the substitution does not delay the game. An offensive substitution must enter be the snap of the ball and be at least 5 yards off of the sidelines or be covered by a defender.
2.6 The offensive team has 25 seconds to put the ball in play after referee signals "ready for play." Penalty: 5 yards. Exception: if two penalties are committed consecutively by one team during any dead ball then the penalty yardage is now 10 yards until the next live ball sequence. Example: two false starts in a row, the first one is 5 yards, the second is 10 yards, and the third is 10 yards; the total penalty is 25 yards.
2.7 A maximum of 16 players is allowed on the roster.
Overtime Rules
* Tie Games: Ties will be broken by the "Texas Tie Breaker"
A. Play will begin on the 10-yard line and teams will have 4 plays each.
B. A coin toss will precede "Tie Breaker". The team winning the toss has 3 options: Offense, Defense, or end of field. The opposing team then has the remaining choice.
C. The object is to score a touchdown and subsequent extra point (1 or 2 points). After team A scores, team B then has 4 plays within which to score. If no team has scored after their respective plays the process is repeated with the following difference the try for point must be for two.
D. When a pass is intercepted the defense becomes the offense and begins their series of 4 plays. If the interception is returned for a touchdown, the game is over.
E. Penalties are assessed the same as a regular game. A penalty against the offense is standard yardage and a foul by the defense caries half the distance for each infraction. A team shall be given a new series of 4 plays when an automatic first down penalty is accepted. Dead ball penalties after a touchdown are penalized on the extra point attempt. Live ball penalties committed by either team after team B gains possession during an attempt or overtime shall be enforced at the succeeding spot. Dead ball penalties following a successful attempt will be penalized from the succeeding spot, the team B 10-yard line, if accepted.
3. Deflagging
3.1 Removal of flag belt: When the flag belt is clearly taken from the ball carrier the down shall end and the ball is declared dead. A player who removes the flag belt from the ball carrier should immediately hold the flag belt above his head to assist the official in locating the spot where the capture occurred. A player may dive to remove a flag belt as long as no contact is made with the opposing team.
3.2 The position of the ball when a player is deflagged determines the spot of the next line of scrimmage.
3.3 A defensive player may not hold, push, or knock down the ball carrier in an attempt to remove the flag, nor shall an offensive player hold, block, or run through a defensive player trying to remove the flag belt.
3.4 When a runner loses his/her flag belt, either accidentally or inadvertently, play continues. The deflagging reverts to a one-hand tag of the runner between the waist and shoulders.
4. Ball in Play, Dead Ball, Out-Of-Bounds
4.1 The ball is declared dead when the ball touches the ground: A) on a fumble B) on a lateral C) on a pass or D) after touching a player on a punt. Exception is if the ball is picked up clean.
4.2 The sideline and end lines are considered out of bounds. (Only one foot needs to touch in bounds in order for a pass to be complete; the foot that contacts the ground first is the foot used to establish position).
4.3 Once an offensive or defensive player steps out of bounds, that player is no longer eligible to touch the ball. Penalty: 5 yards and replay the down, unless it is the offending team is the offense and they are touch the ball then it is Offensive pass interference and a 10 yard loss of down foul.
4.4. Series of Downs, Number of Downs
4.5 In a series of 4 downs, the ball must be advanced forward into the next zone in order for a new series of downs to be awarded. Yardage lines are considered part of the forward zone.
5. Kicking the Ball
5.1 If a punt is to be made, the team punting must announce it before the down starts. After the announcement, the punt must actually be made, and neither team may cross the line until the ball is kicked. Offensive teams must have 4 players on the line of scrimmage until the punt is made, however the defense can exercise discretion as to the number of people on the line of scrimmage. After receiving the ball the punter must put the ball in play within 5 seconds. Quick kicks are illegal. Penalty: Delay of game.
5.2 The defensive team may not build a pyramid or support each other in any manner in order to block or attempt to block a kick. Penalty: 5 yards from the previous spot.
6. Snapping, Handling, and Passing the Ball
6.1 Scrimmage line: The scrimmage line for team A is the yard line and its vertical plane which passes through the point of the ball nearest its own goal line. The scrimmage line for team B is the yard line and its vertical plane, which passes one yard from the point of the ball nearest its own goal line. A colored puck will signify each. The ball may be snapped between the legs or to the side of the snapper.
6.2 The player who receives the snap must be at least 2 yards behind the offensive scrimmage line. Direct snaps are always illegal (under center).
6.3 It is defensive pass interference if an eligible receiver is deflagged prior to touching the ball on a forward pass attempt.
6.4 The offensive team must have a minimum of four players on the line of scrimmage.
6.5 All players are eligible for a forward pass. The passer may pass from anywhere behind the LINE OF SCRIMMAGE.
6.6 The passer shall not intentionally ground the ball in order to avoid a sack.
Penalty: 5 yards from where the ball is thrown and loss of down
7. Scoring Plays and Touchbacks
7.1 A team is given the choice of going for 1 or 2 points after scoring a touchdown. Once the captain makes the choice, it may only be changed if a time out is called. Ways of scoring a successful point-after-attempt: A) By running or passing from 3 yards = 1 point. B) By running or passing from 10 yards = 2 points.
7.2 Touchdown Verification: The player scoring the touchdown must raise his/her arms so the nearest official can deflag the player. If the player is not deflagged with one good pull, and the official determines the flag belt has been secured illegally, the touchdown is disallowed. The player is disqualified, and it is a foul. Penalty: 10 yards from the previous spot and a loss of down.
7.3 Play after safety. After a safety is scored, the team that is awarded 2 points will automatically gain possession at their own 14-yard line. (No kick will take place)
8. Players' Conduct
8.1 It is illegal to steal or attempt to steal (strip) the ball from a player in possession. The object of the game is to deflag a ball carrier, not to steal the ball.
Penalty: 10 yards from the end of the run.
8.2 Roughing the passer. Defensive players must make a definite effort to avoid charging into a passer after it is clear that the ball has thrown and may not make contact with the throwing arm. Penalty: 10 yards and automatic first down, tack on the end of the play (if positive yards have been gained), if not, 10 yards from the original spot and automatic first down.
8.3 Guarding the flag belt. Ball carriers shall not guard their flags by blocking, with arms, hands or ball, the opportunity for an opponent to pull or remove the flag belt. Penalty: 10 yards. A stiff arm constitutes a flag guard and is a spot foul.
8.4 The defensive player shall not (intentionally or accidentally) hold, grasp, or obstruct forward progress of a ball carrier when in the act of removing the flag belt. Penalty: 10 yards from the spot of the foul.
8.5 The flag belt removal. Intentionally pulling or removing a flag belt from an offensive player without the ball by a defensive player is illegal. Penalty: 10 yards.
Screen Blocking
9.1 Offensive screen blocking. The offensive screen block shall take place without contact. The screen blocker shall have his/her hands and arms at his/her side or behind his/her back. Any use of the arms, elbows, legs, or knees to initiate contact during an offensive player's screen block is illegal. A blocker may use his/her feet in order to gain position before, during and after screen blocking. Penalty: Illegal contact and a 10 yard penalty.
9.2 Screen blocking fundamentals - a player who screens shall not:
A. when he/she is behind a stationary opponent, take a position closer than a normal step from him or her;
B. when he/she assumes a position at the side or in front of a stationary opponent, make contact with him/her;
C. takes a position so close to a moving opponent that his opponent cannot avoid contact by stopping or changing direction. The speed of the player to be screened will determine where the screener may take his/her stationary position. This position will vary and may be one to two normal steps or strides from the opponent.
D. after assuming his/her legal screening position, moves to maintain it, unless he/she moves in the same direction and path of his/her opponent. Penalty: 10 yards.
9.3 Blocking and interlocked interference. Teammates of a runner or passer may interfere for him/her by screen blocking, but shall not use interlocked interference by grasping or encircling one another in any manner. Penalty: 10 yards.
9.4 Use of hands or arms by the defense. Defensive players must go around the offensive player's screen block. The arms and hands may not be used to grab or push the opponent aside. The application of this rule depends entirely on the judgment of the official. A rusher may use his/her arms or hands to break a fall or retain his/her balance. Penalty: 10 yards.
9.5 There shall be no bumping, checking, or other intentional contact between a defender and an offensive pass receiver. Both offense and defense are limited to screening an opponent.
9.6 If a player attempting a diving flag removal trips the ball carrier there is a penalty of 10 yards from the spot of the foul.
Conduct
If a person is ejected, the team has to play short for remainder of game. Any player who has to be removed from a contest or playing area for conduct of an unsportsmanlike nature is automatically ineligible for further competition until reinstated by the Director. Please study the intramural handbook.
Appeal Procedures
Appeals shall be handled by merely asking the official/supervisor to make a ruling after the play is dead. Subjective judgment calls made by officials cannot be appealed or protested. The Director will resolve player eligibility and rule interpretation.
It is a strong belief of this department that contests should be won or lost on the field of play, not through technicalities of the rules. The field supervisors or officials should be asked to resolve all disputes immediately.
Medical Procedures
The Campus Recreation Department assumes no responsibility for injuries received during intramural and open recreation activities. Participants are reminded that their participation is completely voluntary. Each year a small number of injuries occur which require hospital treatment, the nature of sports activity and the large number of participants in the Gettysburg Intramural Program make the occurrence of some injuries inevitable. It is strongly recommended that all participants have a physical examination and secure medical health insurance. Any injury or accidents occurring during activities should be reported immediately to on-duty personnel. Participants who are on medication are urged to confidentially inform the Intramural supervisor/trainer of their specific situation.
Please read the Intramural Handbook. It is a written description of the regulations that govern the Intramural Sports Program. No matter what sport you play, these regulations govern your participation in our programs. It is imperative to the continuity of the program that all participants are aware and abide by the regulations set forth by the Campus Recreation Department.
Sportsmanship Rating
Good sportsmanship is a requirement of all participants. Players and coaches are to conduct themselves properly at all times. The Campus Recreation Department reserves the right to suspend or disqualify individuals or group for unsportsmanlike conduct. Unsportsmanlike actions before, during and/or after a contest will not be tolerated and anyone who tries them will face swift discipline. The team captain assumes full responsibility for the conduct of the team and spectators.
Unsportsmanlike conduct includes actions that are unbecoming to an ethical, fair, honorable individual. It consists of acts of deceit, disrespect or vulgarity and includes taunting. The Campus Recreation Department disapproves of any form of taunting, which is intended or designed to embarrass, ridicule or demean others under any circumstances.
Teams qualifying for the playoff tournament (using W/L record) must average a "B" (3.0) rating to be included. In addition, teams must maintain a "B" (3.0) rating throughout the playoff tournament. Teams dropping below 3.0 averages will be eliminated from the tournament. All ratings will be cumulative.
RATING CRITERIA
A = Team or individual team members cause no problems for officials or employees of the department and participate with excellent sportsmanship within the established rules throughout the contest.
B = Team or individual team members occasionally complain to the official and supervisor about rule interpretations. Sportsmanship and understanding of the rules is acceptable, but could be better.
C = A player or team is repeatedly warned for unsportsmanlike conduct.
D = Any member of the team is ejected from the game for unsportsmanlike conduct.
F = Two or more members of the team are ejected from the game for unsportsmanlike conduct.
*All officials of the game must sign off on the sportsmanship rating. The Director of Campus Recreation reserves the right to change any grade based on team/player's sportsmanship. *






