League Rules
All participants are required to complete a waiver of liability form
for each tournament and league season (11 weeks). All
participants in intramural sports activities assume the risk of
injury. Man up Flag Football League, its employees and the
owners of the playing field shall not be liable for injury to
person, loss or damage to personal property arising from or in
any way resulting from participation in the intramural sports
activities.
* The Man Up Flag Football game will be conducted under the
rules listed below. If you have any further rule questions, please
contact us at www.manupflagfootball@yahoo.com
Policy Enforcement: Game officials will now be strictly
enforcing the policy regarding illegal equipment, specifically
shorts with pockets. You will NOT be allowed to participate in our
game if your shorts have any pockets!For clarification, illegal
equipment consists Of head wear containing any hard,
unyielding, stiff material, including billed hats, Items containing
exposed knots or Jewelry pads or braces worn above the waist.
Shoes with metal, ceramic, screw-in, or detachable cleats.
EXCEPTION: Screw-in cleats are allowed if the screw is part of
the Cleat shirts or jerseys that do not remain tucked in. Any
hood on a coat, sweatshirt, or shirt that does not remain tucked
in.
Pants or shorts with any belt(s), belt loop(s), pockets(s), or
exposed drawstring(s). Leg and knee braces made of hard,
unyielding material, unless covered on both sides and all edges
overlapped.
Any slippery or sticky foreign substance on any equipment or
exposed part of the body. Exposed metal on clothes or person.
Towels attached at the player's waist.
NUMBER OF PLAYERS: Each team should start the game with
6 players to avoid a forfeit. A player may play on only one team.
START OF GAME: Each game will be started with a prayer.
There will be a fifteen minute grace period for the first game only
if all players have not shown up at their schedule time to play.
After that the team forfeits without refund.
LENGTH OF GAME: Playing time shall be 40 minutes,separated
into two halves of 20 minutes. Half-time shall be 5 minutes.
There will be a running clock for the entire first half and second
half. A coin toss will determine who shall receive the choice of
possession or side at the beginning of the game. If only one
team is ready to play at game time, they will automatically have
the choice. In the case of overtime, there will be a 3-minute
intermission prior to starting overtime. Should darkness threaten
the completion of a game, periods can be shortened by mutual
consent of both captains, the referee, and a supervisor.
MERCY RULE: If a team is 19 points or more ahead when the
Referee announces the two-minute warning for the second half,
the game shall be over. If a team scores during the last two
minutes of the second half and that score creates a point
differential of 19 or more points, the game shall end at that point.
OVERTIME (TIE GAME): If the game score is tied after
regulation time, then a coin toss will determine who will get the
ball & side. The home team shall call the toss. Each team will
have the chance to score in series of four downs from the 20
yard line. If the score is still tied after each team has had a try
(including extra point attempts), a second series is played, and
so on until a winner is determined. (Exception: Regular season
games will end in a tie if teams are tied after the first series).
FREE KICK: There will be no free kicks, only punting. No fake
kick all kicks are declared. Kickoff should be kick from a tee.
PUNTING: Quick punts are illegal. On fourth down the Referee
must ask the Offensive team if they want a protected scrimmage
kick. Once the offense has declared their choice, the Referee
will inform the Defense of the offense's choice. The only way the
Offense can change their decision is to call a time-out, or if a
foul occurs anytime prior to or during the down and the down
is to be replayed. In the later case the Offensive team will be
asked if they want a protected scrimmage kick or not. The
kicking team must have all of its players, except for the punter,
on the line of scrimmage. No kicking team players may move
until the ball is kicked. There are no restrictions to the
number of players the defensive team must have on the line.
They may not, however, penetrate the line of scrimmage. If a
punt crosses the scrimmage line and touches a player from
either team and then hits the ground, the ball is dead at that
spot and belongs to the receiving team. Halo is 2 yards.
LINE OF SCRIMMAGE: The offensive team must have a
minimum of 5 players set the line of scrimmage at the snap.
Players in motion do not count as players on the line of
scrimmage. Once the center has placed his hands on the ball no
offensive player may enter the neutral zone. Following the ready
for play whistle and until a legal snap, no defensive player
may encroach, touch the ball, or in any other way interfere with
the offensive team. Penalty - Dead Ball foul, encroachment, 5
yards from succeeding spot.
BACKWARD PASSES AND FUMBLES: Any ball that is fumbled
during a down will be dead by rule once it has touched the
ground. A backward pass or fumble may be caught or
intercepted by any player inbounds and advanced.
A player may not intentionally throw a pass out of bounds to
conserve time in the last two minutes. This will be penalized as
an Illegal pass: loss of 10 yards, loss of down and the clock will
start on the ready for play. Once a ball has touched the ground
the ball is considered dead.
FORWARD PASSES AND INTERCEPTIONS: If a player is in the
air attempting to catch a ball, the player must contact the ground
with at least one body part in-bounds with the ball in their
possession prior to going out of bounds, unless contact by an
opponent causes the player to first touch out-of -bounds. If
possession of the ball is lost simultaneously when they hit the
ground, it is not
a catch. If a forward pass is caught simultaneously by members
of opposing teams, the ball is dead at that spot and belongs to
the team that snapped the ball.
PASS INTERFERENCE: Any contact that, in the view of the
official, interferes with the attempt to catch a pass (offensive or
defensive player) is pass interference unless, in the view of the
official, it occurs when two or more eligible receivers make a
simultaneous and bona fide attempt to reach, catch, or bat a
pass. It is also pass interference if an eligible receiver is de
flagged or touched prior to touching the ball on a pass thrown
beyond the offense's line of scrimmage. If the pass interference
by the defense is intentional and/or unsportsmanlike, the
defense may be penalized an additional 10 yards. Offense pass
interference is a 10 yard penalty and loss of down. Breakaway
pass interference is a spot foul automatic first down. If someone
intentionally pull a players flag if the player does have the ball
you will be warned and a 10 yard penalty will be enforced the
second time you will be ejected.
SCORING:
Touchdowns = 6 points
Extra Points = 1 point if successful from the 3 yard line
Extra Points = 2 points if successful from the 10 yard line
Extra Points = 3 points if successful from the 20 yard line
Safety = 2 points
Defensive Conversion on Extra Point Attempt = 3 points
Once a team has made their choice on the extra point, they can
only change their decision by taking a time-out.
SAFETY: If a player carries the ball across the goal line they are
defending and the ball becomes dead while in their team's
possession, it is a safety. If a team commits a foul in the end
zone where the spot of enforcement is designated as the spot of
the foul, it will be declared a safety. Exception- Momentum Rule -
When a player intercepts a forward pass or catches a
scrimmage kick between their five yard line and their goal line
and their momentum carries them into the end zone where the
ball becomes dead, the ball will belong to the receiving team at
the spot of the catch or reception.
PERSONAL FOULS: Any act listed below or any other act of
unnecessary roughness is a personal foul. Players shall not:
· Punch, strike, strip, steal, or attempt to steal the ball from a
player in possession.· Trip an opponent.· Contact an opponent
who is on the ground.· Throw the runner to the ground.
· Hurdle another player will be a spot foul and a 10 yard penalty.
Contact an opponent either before or after the ball is declared
dead.· Make any contact with an opponent that is deemed
unnecessary. Deliberately drive or run into a defensive player.·
Clip an opponent.· Position themselves on the shoulders of a
teammate or opponent to gain an
advantage.· Tackle the runner. (Warrants ejection)
You will be ejected for the following:
Smoking on or around the field.
Drinking alcohol beverages on or around the field.
FIGHTING or PROFANITY
STIFF ARMING: Stiff arming is not allowed; a personal foul will
be called, and if warranted an unsportsmanlike conduct or
ejection will result.
OBSTRUCTING THE RUNNER: A defensive player shall not
hold, grasp, or obstruct the forward progress of the runner when
attempting to remove the flag belt it is a 10 yard penalty at the
end of the play. Charging is a 10 yards penalty from the spot of
the foul.
THE FLAG BELT: All shirts must be tucked in, and are not
permitted to hang over the flag belt. Should a player loose their
flag belt legally or illegally during a down and should that player
gain possession of a live ball, that player will be considered
down when a legal tag (one hand touched by the defense
between the shoulders and knees, including the hand and arm)
is made. When a player scores they must immediately raise their
hands and allow an official to remove their flag belt. This is done
to insure that the flag belt has not been illegally secured. If the
belt has been illegally secured the score is disallowed, the
player ejected and a 10 yard Unsportsmanlike Conduct
penalty will be administered from the previous spot. Players must
have possession of the ball before they can legally be de
flagged. It is illegal for a defensive player to intentionally pull a
flag from an offensive player who is not in possession of the ball.
In cases where a flag belt is removed illegally, play should
continue with the option of the penalty of the play (Penalty:
Personal foul, 10 yards).
GUARDING THE FLAG BELT: Runners shall not flag guard by
using any part of the body or ball to deny the opportunity for an
opponent to pull or remove the flag belt. Flag guarding includes
but is not limited to: Swinging the hand or arm over the flag belt
to prevent an opponent from de flagging. Placing the ball in
possession over the flag belt to prevent an opponent from de
Flagging lowering the shoulders in such a manner that flag
guards. 10 yards replay the down.
OFFICIAL'S AUTHORITY: An official assumes authority 15
minutes prior to the scheduled game time, and until they have
left the field. The officials have the authority to rule on any
situation not specifically covered in the rules. His/her decision is
final, unless ruled otherwise by the supervisor on duty. The
official has the right to eject players or have them sit out of part
or all of the game. Fans, coaches, and spectators are a part of a
team and any fouls they commit will go against their team.
