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Flag Football Rules
1. A team shall consist of a maximum of five players, a minimum of four.
2. Coin Toss: Before the start of the game, the IM supervisor will toss a coin in the presence of opposing captains, after first designating which captain shall call the fall of the coin. The captain winning the toss shall choose one of the following options:
3. Length of game: (2) 18-minute halves with a 5-minute halftime. During each half, the first 16 minutes is running time. Length of field: 50 yards = (2) 5-yard end zones and (2) 25-yard halves.
A two-minute verbal warning is given by the IM supervisor. During the final two minutes of each half, the clock will be stopped any time the play is dead. The ball will become dead when:
4. Possession: Each team is given four downs to advance the ball over the center line. If this is achieved, four additional downs are given to score.
5. Timeouts: (2) timeouts per half of one-minute in duration per team (not accumulative).
6. Kickoff: At the beginning of each half and after touchdowns or safeties, kickoff from the 10-yard line by a place kick. The kicking team must stay behind the 10-yard line until the ball is kicked. The receiving team must have a minimum of four receivers behind the center line.
7. On the kickoff, a ball that hits the ground before someone touches is not live; the play is dead.
8. Punting: Before the down, the offensive team must inform their opponents of the intention to punt.
9. A ball kicked out-of-bounds is either a foul (penalty 5 yards from kick) or rekicked. The receiving team has the choice of which penalty will be enforced.
10. Following a touchback, the ball is placed at the 10-yard line.
11. A muffed catch (touched ball not caught) is marked dead on that spot.
12. There is no rushing of the quarterback. The quarterback may not run with the ball nor hand off to a running back. Passing is the only component of offense. A pass must cross the line of scrimmage to be good.
12a. The quarterback must pass the ball within 7 seconds of the snap. The five seconds will be called out by the IM supervisors.
13. A defensive team must have a minimum of three players on the line of scrimmage.
14. The offensive line players must remain stationary for one second prior to the snap.
15. The player receiving the snap may be no more than 2 yards from the line of scrimmage.
16. If a snap hits the ground, it is dead.
17. All players are eligible to catch a pass.
18. One foot must come down inbounds for a completed pass to be ruled good.
19. Pass interference will be penalized with a first down. Pass interference constitutes an obvious attempt to impede (such as hands on the face).
20. The ball must cross the line of scrimmage for pass interference to be called.
BLOCKING AND BALL-CARRYING:
21. No blocking with the hands, arms, or legs is permitted. Incidental
bumping may occur, but no contact can be made with the arms or hands
unless it is an obvious attempt to deflag an opponent. Should any player
gain an advantage by use of the hands, a penalty will be assessed.
22. Setting picks downfield is illegal. Screen blocking, near the line of scrimmage, is legal as long as arms and hands are held at the players' sides or behind their backs.
23. Ball carrier restrictions: It is a penalty for the ball carrier
to stiff arm, charge into, drop a shoulder, knee, or try to knock over
a defensive player at any time. This is judged like a block/charge foul
in basketball. Spinning and diving is legal. However, the ball carrier
must be in control of his/her body at all times.
24. The flag belt must be worn legally attached.
25. It is a foul for a defensive player to tackle, trip, push, shove,
or elbow the ball carrier or blocker. The runner's forward progress may
not be impeded in any way.
26. A ball carrier who has fallen to the ground with a knee down,even though not legally deflagged, is down; the play has ended. Also,if the ball touch the ground while in the grasp of a player, the playhas ended.
26a. If a player's flag has fallen off accidentally during the course of play and becomes the ball carrier, that player must be touched with two-hands to be considered officially deflagged.
FOULS TO PREVENT PLAY:
27. If the defensive team commits a foul so near its goal line that they can be penalized only by halving the distance to the goal line, the object being (in the opinion of the supervisors) to consume time, it shall be regarded as a refusal to allow play to proceed. In that event, the referee shall warn the offending team once, and then if the offense is repeated, it is in the supervisors' power to award a touchdown.
28. Touchdown: 6 points. Safety: 2 points. PAT: 1 or 2 points
29. A player scoring a touchdown must be able to legally detach his belt and show the IM supervisor.
30. Mercy Rule: If a team is 17 or more points ahead when the 2-minute warning is announced for the second half, the game shall be over.
31. Point After (PAT): Ball placed three yards from the goal for 1 point or 10 yards for 2 points. The team gets one chance to advance the ball for a PAT with a pass. A PAT attempt can not be run back for points if the ball is intercepted or recovered by the defensive team. The ball would then be dead on a turnover during a PAT.
32. Overtime: if the game ends in a tie, each team shall have one series of four downs to score from the 10-yard line. If successful, the PAT may then be attempted. If the game is still tied after the first extra set of downs, this ends the first overtime. A second set of extra down is then awarded to each team. The game is scored a tie if the score remains tied after two overtimes in regular season. In the playoffs, the set of overtime downs will continue until a winner is determined.
Sportsmanship Rules: IM Rule #36 will be strictly enforced. Rosters will be checked regularly. Unsportsmanlike action will not be tolerated.