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Co-Rec Flag Football Rules

Eligibility:

 Players may play on one Co-Rec Flag Football team


 All players are required to present their Auburn University ID or other form of photo ID
before each game
 Game protests are accepted regarding eligibility only
o Eligibility protests must be submitted within 24 hours of the completion of the
game in the regular season
o Eligibility protests must be submitted before or during the game in the playoffs
o Refer to the Auburn Intramural Sports Handbook for rules on eligibility
 Players and teams violating these eligibility rules are subject to suspension from
Campus Recreation

Attire:

 Athletic shoes made of canvas, leather, or synthetic material are required, and the
shoe must cover the entire foot
 Same colored shirts/jerseys are required.
 Jerseys must be long enough so they remain tucked in the pants/shorts the entire
down
 Each player must wear pants or shorts without any belt(s), belt loop(s), pocket(s),
holes, or exposed drawstrings. Pants or shorts must be a different color than the flags.
 Pants or shorts may not be turned inside out, and pockets may not be taped.
 Players may wear a knit stocking cap.
 The cap must have no bill.
 Players may wear a single-colored headband no wider than 2”.
 Players may wear pliable and non-rigid sunglasses.
 Flag belts must be wrapped around a player’s waist and be clipped in the front.
 Each flag belt must have a flag down each hip and a flag down the players backside.
 Headgear including but not limited to billed hats and bandanas with exposed knots, are
not allowed
 Jewelry of any kind is not allowed.
o Violation will result in an unsportsmanlike penalty
 Towels may not hang from a participant’s waist.
 Flag belt being worn improperly or with missing pieces.
 Pads or braces worn above the waist is not allowed
 Leg or knee braces must be covered on both sides and all edges
 No air casts, casts or walking boots
o These rules are for the safety of all participants on the field
Gameplay:

 Game time is forfeit time


o Any teams not having the appropriate number of players will forfeit the game
o Any teams that forfeit are required to pay a forfeit fee of $25.00 to remain in
the league
o Teams must pay this forfeit fee (credit/debit) at RWC Connect within 24 hours
to remain in the league

Players:

 Co-Rec flag football is played with 6, 7, or 8 players per team.


 If you have 6 players then at least 3 females have to be on the field at all times.
 If you are playing with 7 or 8 players then at least 4 women must be on the field at all
times.
 A team can play with more than the required women, but can’t play with less.
 Any size football may be used
 During a punt, on defense, all players can be back to receive the punt.
 Offensive players are not required to be on the line of scrimmage.
 They cannot advance past the line of scrimmage until the ball is kicked.
 A male runner may not advance the ball through the neutral zone until the neutral
zone has been broken.
 The neutral zone is the space between the offensive (orange) and defensive (yellow)
pucks and is considered broken when a forward pass is thrown AND caught beyond the
defensive puck.
 During a possession there may not be two (2) consecutive forward pass completions
from a male passer to a male receiver.
 Open Play – Means that anyone is available to throw or receive a pass.
 Closed Play – A female must throw OR catch a pass.
 A female receiving a forward handoff that gains positive yardage does not open the
next play.
 A female quarterback gaining positive yardage by running the ball does not open the
next play.
 A female who throws a touchdown or scores a touchdown counts as nine points

Timing:

 Game time will be two 20-minute halves, running clock.


 The clock will run continuously for the first 19 minutes of each half unless stopped for
officials’ time out, or injury.
 Halftime will be five minutes.
 During the last minute of each half, the clock will stop and resume for the following
situations:
o Incomplete legal or illegal forward pass – starts on the snap.
o Out-of-bounds – starts on the snap.
o Safety – starts on the snap.
o Team time-out – starts on the snap.
o First down – starts on whistle.
o Touchdown – starts on next offensive snap (Point Tries are untimed)
o Penalty and administration – dependent on the previous play (except delay of
game – starts on snap.)
o Referee’s time out – starts at his/her discretion.
o Touchback – starts on the snap.
o Team attempting to conserve time illegally – starts on whistle.
o Team attempting to consume time illegally – starts on snap.
Timeouts:

 Each team is entitled to two (2) timeouts per half, and they do not carry over.
 All timeouts are 30 seconds unless both teams are ready to play before the time is up.
 An injury timeout shall not be counted toward a team’s regular allotment of timeouts.

Overtime Rules:

 During the regular season, there will be no overtime period.


 Overtime periods are played toward the same goal.
 The two choices for the team that wins the toss are:
o Offense/defense or
o End zone
 Unless moved by penalty, each team will start first down and goal from the 10-yard
line.
 The team will have four downs to score, unless awarded first down automatically, or a
penalty allows for repeating the down.
 Each team is entitled to one timeout per overtime period.
 The goal shall always be the zone line-to-gain in overtime.
 The defensive may intercept a pass or fumble (if the ball does not hit the ground) and
return it for a touchdown.

Mercy Rule:

 If a team is ahead by 30 points or more when halftime is reached, the game will be
over.
 Any team that scores in the second half and increases their lead to 30 points or more
will be given the win and the game will be over.
 If a team is 19 or more points ahead when the Referee announces the 1-minute
warning for the second half, the game shall be over.
 The referee/supervisors reserve the right to end a game at any point if they feel the
team ahead is prolonging the game.
 Teams abusing this rule may also be subject to lower sportsmanship ratings.

Coin Toss:

 The captain winning the toss shall have the choice of exercising options for the first
half or shall defer his/her option to the second half.
 The options are:
o Offense or
o Defense or
o Defend End-zone(s) or
o Defer choice to second half

***Note that if the captain winning the toss chooses Defense or Defend End-
zone(s), he/she will not have the choice of Offense, Defense or Defend End-zone(s)
in the second half. The captain not having the first choice of options for a half shall
exercise the remaining option.

Game Ball:

 Each team must provide their own football.


 Footballs can be checked out from the Intramural Field House with an Auburn
University ID.
 The official ball shall be pebble-grained leather or rubber covered.
 Men’s teams’ will use Men’s size football.
 Women’s teams’ will use Junior size football, but may use Men’s size if they wish.
 There are no requirements regarding ball pressure and markings.
Game play/end of half or game:

 Play at the beginning of each half will start at the offense’s 14 yard line.
 The ball must be put in play promptly and legally and any action or inaction by either
team, which tends to prevent this, is delay of game. This includes:
o Failure to snap within 25 seconds after the ball is whistled ready for play.
o Putting the ball in play before it is whistled ready for play.
 There is no time added to the clock during a down with an inadvertent whistle.
 The offense has the option of replaying the down or taking the ball at the spot at which
the whistle was blown.
 A half must be extended by an untimed down, if during the last timed down, one of the
following occurred:
o There was a foul by either team and the penalty is accepted.
o There was a double foul.
o If a touchdown was scored, the point-after-try is attempted unless the
touchdown is scored during the last down of the second half and the point(s)
would not affect the outcome of the game.

Live Ball/Dead Ball/Out-of-Bounds:

 A live ball becomes dead and an official shall sound the whistle or declare it dead:
o When it goes out-of-bounds
o When any part of the runner other than a hand or foot, or the ball in hand
touches the ground.
o When a touchdown, touchback, safety, or successful point-after-try is made.
o When a forward pass strikes the ground or is caught simultaneously by
opposing players
o When the ball strikes the ground on a punt after first being touched by a player
o When a backward pass or fumble by a player strikes the ground or is caught
simultaneously by opposing players
o A ball snapped, which hits the ground before or after getting to the intended
player is dead at the spot where it hit the ground
o When a runner has a flag belt removed legally by a defensive player
o A flag belt is removed when the belt is completely off of the player with the ball
o When a runner is legally tagged with one hand between the shoulders and
knees, including the hand and arm when the flag belt inadvertently becomes
detached

Substitutions:

 No substitute shall become a player and then withdraw, and no player shall withdraw
and then re- enter as a substitute unless a penalty is accepted or there is a charged
timeout.
 No substitute can enter during a down
 An incoming substitute must enter the field directly from the team area
 A replaced player must leave the field at the sideline nearest his/her team area prior to
the ball being snapped

Line-to-Gain

 During an offensive series, the zone line-to-gain in any series shall be the zone in
advance of the ball unless distance has been lost due to penalty or failure to gain
 In such case, the original zone in advance of the ball at the beginning of the series of
downs is the zone line-to-gain
 A new series of downs shall be awarded when a team moves the ball into the next
zone on a play free from penalty; or a penalty against the defense moves the ball into
the next zone; or an accepted penalty against the defense involves an automatic first
down; or either team has obtained legal possession of a ball as a result of a penalty,
punt, touchback, pass interception, or turnover on downs

Down and Possession after a Penalty:

 After a penalty which puts the ball in possession of a team past its zone line-to-gain, or
if a penalty stipulates a first down, the down and distance established by that penalty
shall be first down with the next line-to-gain.
 If a foul/penalty occurs before a change of possession, the down will be repeated
unless the penalty incurs a loss of down, or if the penalty leaves the ball on or beyond
the line-to-gain.
 No rule interpretation may be asked for after the next ball is legally snapped.

Snapping/Handling/Passing the Ball:

 All plays must be started by a legal snap from a point on or between the hash marks.
 It is the responsibility of the team on offense to retrieve the ball after each down.
 After the head referee blows his/her whistle signaling ready-for-play, no player on
defense may encroach, touch the ball, or make contact with opponents (verbally or
physically) in a way which interferes with them.
o This includes standing in, over and shifting through the neutral zone.
 No offensive player shall make a false start or simulate the start of a play.
 The offensive team may be penalized whether the ball has snapped or not and any
defensive encroachment penalty which occurs as a result of the offensive false start,
shall be canceled.
 When snapping the ball, after assuming position for the snap and adjusting the ball,
the center may not move nor change position of the ball in a manner which simulates
the beginning of a play.
 The center, when over the ball, must have both his/her feet behind the line of
scrimmage. The ball does have to be snapped between the legs, but it must be
snapped in a continuous motion which started from the ground.
 Each offensive player MUST BE within 15 yards of the ball until it is marked ready-for
play
 Only one (1) offensive player may be in motion during the snap, however, it may not
be toward the opponent’s goal.
 If two (2) offensive players are in motion before the ball is snapped, both players must
stop for one (1) second and only then may one (1) player return to motion.
 The player who is receiving the snap from the center must be at least two (2) yards
from the offensive line of scrimmage.
 All offensive players, except for the one player in motion, must come to a complete
stop and remain still for one (1) second prior to the snap.
 Any offensive player may hand the ball backward at any time.
 A runner may pass the ball backward or lose player possession by a fumble anytime.
That ball is a live ball until it hits the ground.
 Once the ball hits the ground, it is a dead ball and marked at the spot at where it hit
the ground or crosses the sideline.
 Any ball fumbled or passed backward which hits the ground in the end-zone shall be
counted as a safety.
 The opposing team is awarded two (2) points and the ball taken at their own 10-yard
line
 A backward pass or fumble in flight may be caught or intercepted and advanced by any
player who is legally inbounds.
 All players are eligible to catch a pass.
 During a down and before a change of possession, a forward pass may be thrown,
provided the passer’s feet are behind the line of scrimmage when the ball leaves the
passer’s hands.
 Only one (1) forward pass is allowed per down.
 A play involving a run across the line of scrimmage and then back behind the line of
scrimmage where a forward pass is thrown is a legal play.
 A forward hand off is not considered a forward pass.
 A forward pass is illegal if:
o The passer’s foot is beyond the line of scrimmage when the ball is released.
o If a passer catches his/her untouched forward or backward pass.
o If there is more than one (1) forward pass per down.
 A simultaneous catch is a dead ball and belongs to the offensive team at the spot of
the catch.
 During a legal forward pass, contact or action that interferes with an eligible receiver is
pass interference.
 It is also pass interference if an eligible receive is de-flagged prior to touching the ball,
unless the flag belt falls off on its own.

Kicking the Ball

 Prior to marking the ball ready-for-play on fourth down, the Head Referee must ask
the offensive team captain if they are going to punt.
 After such announcement that the offensive team is going to punt, the ball must be
punted, unless a charged timeout is called by either team or if a penalty occurs prior to
or during the down which allows the kicking team to repeat the down.
 Neither the kicking team nor receiving team may advance beyond the line of
scrimmage in either direction until the ball has been punted.
 The offensive team is not required to have anyone, other than the center, on the line
of scrimmage, but they cannot past the line of scrimmage until the ball is kicked.
 The defensive team can have all of their players back to receive/return the punt.
 After receiving the snap, the kicker must punt the ball immediately in a continuous
motion.
 Once the ball is punted, the defensive team may attempt to block the punt, but they
may not rush the punter.
 Once a punt is blocked and hits the ground, it is dead at that spot.
 If the receiving team blocks the punt and it is caught by a kicking team member, they
may advance the ball.
 A kicking team player cannot kick the ball to himself/herself or any other kicking team
player.
 The kicking team may only punt once (1) per down.

Scoring Plays/Touchbacks

 When a player scores a touchdown, they must raise his/her arms so the Back Judge
can de-flag them.
 If the Back Judge is unsuccessful in de-flagging the player with one pull to the right or
left and, in his/her judgment, feels the player in question has illegally tied his/her flag
belt, the touchdown will be nullified and the scoring player will be ejected.
 The scoring team has the choice of choosing a one (1), two (2), or a three (3) point
conversion attempt.
 One (1) point attempts are tried from the three-yard line, two (2) point attempts are
tried from the 10-yard line and three (3) point attempts are tried from the 20-yard
line.
 Once the captain makes the decision to go for one (1), two (2), or three (3) points, the
decision can only be changed by a timeout by either team.
 A penalty does not change the value of the point-after-try.
 If the defense intercepts the PAT they may return it for two points.
 If there was a double foul during a PAT, the PAT is replayed.
 If the offensive team is penalized on a successful PAT, the down will be repeated if the
penalty is accepted.
 If the penalty results in a loss of down, the PAT is not repeated.
 After each PAT, the new offensive team will take the ball and put it in play from their
10-yard line, unless moved by a penalty.
 A safety is awarded as two points and occurs when:
o A runner carries the ball from the field of play to or across his/her own goal line
and the ball becomes dead, by the runner being de-flagged or the ball hitting
the ground in the end-zone.
o A player punts, passes, fumbles, snaps, muffs, or bats loose ball from the field
of play to or across his/her own goal and the ball becomes dead behind their
goal line.
o A player on offense commits any penalty for which the penalty is accepted and
measurement is from a spot in his/her end-zone.
o A player on offense throws an illegal forward pass from or within his/her end-
zone, or any situation which leaves the offense in possession in their own end-
zone.
 A touchback is taken from the offensive’s team 14-yard line, unless moved by a
penalty. A touchback occurs when:
o The receiving team downs a punt that touches anything while the ball is on or
behind the receiving team’s goal line.
o The kicking team downs a punt that touches anything while the ball is on or
behind the receiving team’s goal line.
o The ball is out-of-bounds behind a goal line (except from an incomplete forward
pass).

Warnings/Ejections/Spectators:

 Any player committing any of the acts listed below (examples include but are not
limited to) shall receive a Warning.
 A Warning is a time for the player to cool off.
 Any player receiving a Warning must sit out for one down.
 After the down is played, and with the Head Referee’s consent the player may return
to the field.
 Two Warnings in one (1) game will result in an Ejection from the current game as well
as the team’s next game.
 Examples of Warnings include:
o Using words similar to the offensive’s audible or quarterback cadence prior to
the snap in an attempt to interfere with the offense.
o Intentionally kicking the ball, other than a punt.
o Participating while wearing illegal equipment.
o Spiking the ball.
o Attempting to influence a decision by an official (may result in Ejection).
o Disrespectfully addressing an official (may result in Ejection).
o Using profanity, taunting, insulting or vulgar language or gestures.
o Making contact of any nature deemed unnecessary (may result in Ejection).
o Stripping or attempting to strip the ball from a player in possession by
punching, striking, or stealing.

Any player committing any of the acts listed below (examples include but are not
limited to) shall receive an Ejection. Ejections count for the game in which the
player which ejected from as well as the team’s next scheduled game (MINIMUM).
Two (2) Ejections during a season will result in the player being disqualified for the
entire season and the player may also be subject to future Auburn University
Campus Recreation disqualifications.

 Examples of Ejections include:


o Intentionally making contact with a game official.
o Fighting (may result in future Auburn Intramural Sports disqualifications).
o Leaving the team area (sideline) and entering the playing field during a fight.
o Contact to an opponent who is on the ground.
o Throwing a runner to the ground.
o Deliberately diving or running into an opposing player.
o Tackling a runner by grasping or encircling them with the hands or arms.
o Profanity directed at an official.

If a spectator receives a penalty, it is assessed to the team captain.

Special Rules:

 Defensive players MUST make a definitive effort to avoid charging into a passer after it
is clear the ball has been thrown forward legally.
 No defensive player shall make contact with the passer who is standing still or fading
back as he/she is considered out of the play after the pass.
 The passer remains the passer while the ball is in flight or until they move to
participate in the play.
 Contacting the ball while in the hand of the passer is also Roughing the Passer.
 The Offensive Screen Block shall take place without contact.
 The screen blocker shall have his/her hands and arms behind the back.
 Any use of the hands, arms, elbows, legs or body to initiate contact during an offensive
player’s screen block is illegal.
 A blocker must be on his/her feet before, during, and after the screen.
 A player who screens shall not:
o Make contact when assuming position at the side or in front of a stationary
opponent.
o Take a position close to moving opponent such that the opponent cannot avoid
contact.
o After assuming the legal screening position, move unless the blocker moves in
the same direction as the opponent
 Runners shall not Flag Guard by using their hands, arms, or the ball to deny the
opportunity for an opponent to pull or remove the flag belt.
o Examples include but are not limited to:
 Placing or swinging the hand or arm over flag belt.
 Placing the ball in possession over the flag belt.
 Lowering the shoulders in such a manner which places the arm over the
flag belt.
 The defensive player shall not hold, grasp, or obstruct the forward progress of a runner
when in the act of removing the flag belt.
 A runner shall not charge into nor make contact with an opponent in their path.
 If a runner in progress has established a straight path, he/she may not be crowded out
of that path, but if a defensive player legally established a straight path, the runner
must avoid contact by changing direction.

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