Boston College Intramural Sports FLAG FOOTBALL RULES

ELIGIBILITY: All members of the Boston College community are eligible to play with the exceptions listed on the Code of Conduct. Please check this form prior to placing players on the team roster.

CHECK‐IN: The team captain prior to the start of the game must give all BC IDs to the officials or on site Monitor. Players arriving late are eligible to enter the game and must present their ID to an official for attendance and eligibility purposes. It is the responsibility of the team to ensure that they have been checked off for attending.

FACILITY: Shea Field (Varsity Baseball Outfield) during the Fall Semester league; Alumni Stadium during the Spring Semester tournament.

DIMENSIONS: Two fields will be set up at one time. Fields will be 60 yards in length (plus the 10 yard end zones) and roughly 27 yards in width.

SCHEDULING: Each team will play roughly 6‐8 games during the Fall Semester league and roughly 3 games during the Spring semester tournament ‐ subject to change depending on facility availability. Please see the Intramural Handbook on the Campus Recreation website for further details regarding scheduling as well as our rainout policy.

PLAYOFF FORMAT: Playoffs will be single elimination. Playoff ranking will be based on record (with emphasis on divisional/pool play) and then by the tie breaker system detailed in the Handbook. In leagues/tournaments with a large amount of teams, those eligible for the playoffs that have the same record will be randomly seeded.

ROSTER MANAGEMENT: Rosters will be limited to 15 spots. This includes any coaches that a team may have. Only 15 pinnies/uniforms will be provided at each game. Only 15 shirts and mugs are available for the eventual champions. Coed teams must have a minimum of 3 female players on the field at all times.

MINIMUM PLAYER: Games will consist of seven (7) vs seven (7). Teams must have a minimum of six (6) players to start a game. If for any reason the number drops below this, the team will be forced to forfeit.

GAME TIME: Game time is forfeit time. If a team is not checked in, has the minimum amount of players present, and ready to play by game time, a forfeit will be declared by the official. Exception: A team may waive the right to win by forfeit and wait for the opposing team. The game clock will start at the scheduled game time regardless of any situation. If after 10 minutes the team still does not have the minimum amount of players, the present team must accept the forfeit win. If a team waives the right to win by forfeit and the game begins, that team cannot rescind their decision and take the forfeit.

MEETINGS: Officials will hold a pre‐game meeting with the two team captains. This meeting will discuss rules of emphasis and game management items. Captains may voice their concerns/protests at the meeting. Officials will hold a post‐game meeting with the two team captains to review the contest.

TEAM BENCHES/SIDELINES: There will be a designated area for each team ‘bench’. Teams will be responsible for everyone that is on the bench/sideline. We discourage having non‐roster personnel on the bench/sideline. All non‐ roster personnel located around the team bench/sideline will be seen as part of the team and will be subject to the rules. To prevent any confusion, we encourage teams to allow only those on the roster around the team bench.

CLOCK MANAGEMENT: Each game will consist of two 20 minute halves. The clock will run continuously except for the last two minutes (called stoppage time) of each half. The clock will stop within the last two minutes of each half on any dead ball situation. Mercy Rule: If a team faces a deficit of more than 20 points, there will be no stoppage time or 2 minute warning.

OVERTIME: will be NCAA style. A coin toss determines which team gets possession first. Each team is given possession on the 15 yard line and given 4 downs to score. Teams must go for 2 in the third overtime.

UNIFORM: Each team MUST have coordinating colored shirts for every player. It is strongly recommended that teams provide their own shirts. Pinnies will be provided if a team is unable to provide their own uniform. Teams may have to wear pinnies worn in a previous game.

No metal cleats allowed. Flags must be worn over your shift if shirt is untucked. No individual will be allowed to participate in street clothes. This includes jeans, belts, brimmed hats or other “non‐gym” clothing. Players will not be permitted to wear jewelry or anything deemed dangerous to other players.

GAME RULES Governing Rules: NCAA and NIRSA rules shall govern all play with the exceptions listed on this rule sheet. Final interpretations and modifications shall be determined by the Manager, Intramural Sports.

Coin Toss: Before the start of the game, a referee will toss a coin in the presence of both captains after which the referee designates which captain shall call the fall of the coin. The captain winning the toss shall choose one of the following:  To start on offense or defense  To designate which goal his/her team will defend  To defer their decision until the second half

The opposing captain shall exercise the remaining option.

No Kick offs: Ball will start on the 10 yard line.

Time‐outs: Each team is granted two (2) timeouts per game. An (1) additional timeout is awarded for each overtime. Unused timeouts carry over to every half or overtime.

Substitutions: Substitutions may only be made when play has stopped.

Diving NEW RULE: Diving is allowed in any circumstance, including, but not limited to, ball advancement, flag pulling, or catching of a live ball.

First Downs: Awarded to teams that advance the ball into the next zone within 4 downs. The first down line in any series shall be the original first down zone at the beginning of the series, regardless of negative yards and/or penalties.

Hikes: Side hikes are allowed but must be completed in a fluid motion. Player receiving the must be at least 2 yards away from the center and 2 yards behind the line of scrimmage.

Centers: No under center snaps allowed. No center rushes allowed. Defensive players cannot line up opposite the center.

Goal line: Ball placement can not be spotted within the 1 yard line for offensive teams attempting to score in that endzone. This is to keep in tact the 1 yard neutral zone.

Passing: All players are eligible receivers. A team may throw only 1 during a down, provided all such passes are thrown behind the line of scrimmage. The ball throwers entire body must pass the line of scrimmage for it to be considered an illegal forward pass.

Intentional Grounding: Will be called for passes that do not reach the line of scrimmage with no intended receiver in the area. As there is no defined ‐box, intentional grounding will be called regardless of the location of the pass thrower.

Receiving: A receiver needs only 1 foot in bounds to complete a catch. If a receiver is missing the flag belt when catching the ball (fell off accidentally); the play is blown dead at point where the ball is caught. If the flag is pulled off by a defensive player before it is caught, it will result in an unsportsmanlike conduct penalty (15 yards). There is no bump and run coverage allowed.

Force out: There is no force out of a player. If a receiver catches the ball in the air, and is pushed out of bounds by a defensive player, it is up to the discretion of the official if receiver would have landed in bounds. Forcing a player out will result in a 10 yard penalty or the result of the play (if official rules receiver would have been in bounds), whichever is greater.

Fumbles: The ball is declared dead when it hits the ground. The last team maintaining possession gets the ball at the spot where the ball touches the ground (unless it’s fourth down). Fumbles in the offensive team’s end zone results in a two‐point safety. If fumbled into opponent’s end zone, the play is a touchback. Opponent puts the ball in play at the 10 yard line. In the event that the player fumbles the ball forward, the ball will be marked at the point at which it left the players hands.

Inadvertent whistle: If an official blows an inadvertent whistle, the play is dead on the sound of the whistle. The offensive team has the option of keeping the play result or re‐playing the down.

Line of Scrimmage: There must be at least 4 offensive players on the line of scrimmage at all times.

Linemen: There will be no down linemen of any type (i.e. no 3 point or 4 point stances). All linemen must start with both hands off of the ground. NEW RULE: There must be at least one offensive lineman in the form of a center. There are no restrictions to how many offensive linemen a team may choose to have other than the center.

Blocking: No down field blocking is allowed. All blocking must occur on or behind the line of scrimmage. Blocking on the offensive line is limited to the torso. A defensive player may not engage or make contact with an offensive lineman unless the offensive player engages first.

Motion: Is allowed from side line to side line. No stop is required in this motion during the snap. Players must come to a full one (1) second stop if facing towards the line of scrimmage. Two players can not be in sent in motion at the same time.

Blitzing: Any blitzing player must come to a stop for at least one (1) second on the line of scrimmage before the ball is snapped provided their motion is toward the line of scrimmage. Consider this similar to an offensive player moving in motion coming to stop prior to the ball snap.

Tackling:  A play is concluded when: The flag or belt of the player with the ball is grabbed, an incomplete pass is thrown, a player runs out of bounds, when any part of the ball carrier’s body besides the feet or hands touches the ground, when a fumbled ball hits the ground, or when the referee’s whistle is blown.  The following actions will not be permitted: o Tackling/pushing a player out of bounds o Attempting to cause a fumble (i.e. punching the ball) o Stiff arms o The lowering of a player’s head or shoulder in the attempt to initiate contact.  The ball is positioned where the ball is when the flag belt is pulled; hence, if the ball is just over the first down line and the belt is pulled on the other side of the line, a first down would be awarded.  The ball becomes dead when any part of the ball carrier's body other than hands and feet touch ground.  An offensive player carrying the ball can not lower the shoulder while running. If a defensive player is positioned in front of the offensive player, it is the responsibility of the offensive player to make a move and avoid contact.  Defenders may not block, hold, trip, or push the runner in an attempt to remove his/her flag belt (unnecessary roughness).

Flag Guarding: A runner may not protect his/her flag with his/her arm or ball. The runner may not run with their head and shoulders down.

Scoring:  6 Points for a TD  2 Points for a PAT from the 10 yard line.  1 point for a PAT from the 3 yard line.  There are no Field Goals or kicking of the PAT.  PAT conversions CANNOT be returned for a score. Play is blown dead after an interception may occur on the conversion.

Punting  A punt is an automatic play, it has to be announced and no one can cross the line of scrimmage until the ball is punted. No snap is needed to the punter. The punter may start the play with ball in hand. The kicker must be at least 5 yards behind the line.  All players from the kicking team (besides the punter) must be on the line of scrimmage.  Four (4) players from the receiving team must be on the line of scrimmage.  The receiving team can not make any attempt to block the punt.  If a ball touches any player on the receiving team and hits the ground, ball is dead and receiving team starts with ball at the spot.  If the ball touches any player on the kicking team, ball is dead at the spot and receiving team starts with ball at the spot.

Penalties

Before the Snap, Dead Ball ‐ 5 Yards from previous & repeat snap  False Start (with 10 second runoff)  Illegal Snap  Encroachment  Illegal Substitution  Delay of Game (2 in a row = 10 yards; including bench infraction)

Simultaneously with Snap ‐ 5 Yards from previous & repeat snap  Illegal Motion or Procedure  Offsides  Illegal substitution  Minimum number of players on line  Illegal participation (too many)  At least 2 yards from snap

Loose Ball  By offense beyond line of scrimmage (i.e. offensive pass interference) . 10 yards from previous spot, loss of downs.  By defense beyond line of scrimmage (i.e. defensive pass inference) . 10 yards from previous spot, automatic 1st down or result of play.  By defense behind line of scrimmage (i.e. roughing the passer) . 10 yards from previous spot or added on to the end of the play, automatic 1st down.  ‘Stiff the Offense’

5 Yard Penalties  Illegal forward pass . 5 yards from spot of foul, loss of downs.  Bump and Run Coverage . 5 yards from previous spot.  Defensive Holding . 5 yards from previous spot, automatic 1st down.

10 Yard Penalties  Holding . 10 yards from spot of the foul or line of scrimmage, whichever is further back.  Bull Rush , Wrapping . 10 yards from previous spot.  Lowering Shoulder, Illegal Contact, Diving into defender . 10 yards from spot of foul.  Intentional Grounding . 10 yards from spot of the foul, loss of downs.  Flag guarding . 10 yards from spot of the foul.  Down field blocking . 10 yards from spot of the foul.

15 Yard Penalties  Personal Fouls, Unnecessary Roughness, including excessive contact  Unsportsmanlike Conduct, including verbal and physical abuse