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Rules
GENERAL:
- Eligibility of Players
- Players must be a Student, Faculty or Staff member of Stevens Institute of Technology.
- All participants must be able to present a Stevens ID Card to prove their status with Stevens in the event a protest of eligiblity by the opposing team or Intramural Staff Member.
- A person may play for only one team throughout the entire season. Captains are responsible for their team's eligibility. A player may play for one independent team and one Greek team.
- Players must have played in one regular season game to be eligible to play in the playoffs.
- Field Rules
- FIELD RULES: TOBACCO use and chewing gum on DeBaun Field is PROHIBITED!! NO ALCOHOLIC BEVERAGES will be brought onto the field. Failure to comply with the Rules and Regulations of Intramural Sports by the spectators will result in immediate expulsion of the spectators and possible forfeiture of the game. Any player or spectator failing to comply with this rule will be suspended from Intramural Sports until they meet with the Director of Campus Recreation.
- Starting the Game
- WHERE: Game will be played on DeBaun Field.
- START TIME: Any team failing to report and ready to play at game time shall forfeit to their opponents. GAME TIME IS FORFEIT TIME!! It is advised that the team show up 15 minutes prior to the schenduled start time.
- TEAMS: In all official games in the Independent and Greek Divisions, the teams shall be composed of no more than seven (7) and no less than five (5) players.
- GAME TIME: The game will be played in two (2) havles of twenty (20) minutes each. A maximum of sixty (60) minutes is allotted for each game. The second half maybe shortened to fit it in to the allotted time. The clock will run except for the last one minute of each half. During this time the clock will start and stop on the whistle according to the NIRSA Flag Football Rules Book.
- HALF TIME: There will be a three (3) minute halftime.
- OVER TIME: There will NOT be overtime for regular season games ending in ties. However, all playoff games that end in a tie will play overtime until a winner is decided.
- TIME OUTS: Each team will be granted one (1) time out per half. They do not carry over. Time outs will be one (1) minute in length.
- POINT AFTER TOUCHDOWN: After a touchdown, the scoring team may choose from the following options for the conversion:
- 1 point from the 3 yard line
- 2 points from the 10 yard line
- 3 points from the 20 yard line
- Immediately following the touchdown the Referee will ask the team captain for their choice for the conversion. Once this decision is made, it can only be changed by taking a charged time out. A team's decision cannot be changed should a penalty occur on the conversion attempt. NOTE: Any conversion that is intercepted and returned for a score is worth 3 points.
- MERCY RULE: If a team is 19 or more points ahead when the Referee announces the 2-minute warning for the second half, the game shall be over. Any score within the last two minutes of the second half that creates a differential of 19 points or more shall end the game.
- UNIFORMS: Teams must wear contrasting color jerseys. If a team does not have their own jerseys, they will be issued scrimmage vests. All jerseys must be tucked in at all times. If they are not tucked in they must be at least 4 inches above the flag belt.
- Playing the Game
- ILLEGAL EQUIPMENT:
- Headwear containing any hard, unyielding, stiff material (including billed hats) or items containing exposed knots are illegal.
- All players must wear shoes. Shoes with metal, ceramic or detachable cleats are illegal. Screw in cleats are allowed if the screw is part of the cleat. c. All jewelry is illegal and must be removed.
- Pads or Braces may not be worn above the waist, unless approved by the field supervisors.
- Towels may not be attached at any players waist. A towel may be left next to the orange ball spotter to wipe off the ball in-between plays.
- BEGINNING A SERIES: Play begins with a kickoff at the beginning of the game, second half, or after a touchdown and try for extra point. A kick that goes out of bounds will be automatically placed on the 30 yard line.
- SCREEN BLOCKING: This is legal as long as the following guidelines are followed:
- The blocker's arms must be kept behind their back or at their sides.
- The blocker may not initiate contact with a defender. A penalty occurs when contact is initiated and an advantage is gained. (Penalty: Illegal Contact, 10 yards, Spot Foul).
- RUSHING THE QUARTERBACK: This is legal as long as the defender does not initiate contact with the offense. A penalty occurs when contact is initiated and an advantage is gained (Penalty: Illegal Contact, 10 yards).
- FORWARD PASSING: Only one forward pass may be thrown per down by the offense. A forward pass is defined as the passer's feet being behind the offense's scrimmage line at the time of release.
FLAG FOOTBALL RULES CLARIFICATIONS:
- ROUGHING THE PASSER - Defensive players must make a definite effort to avoid charging into a passer after it is clear the ball has been thrown forward legally. No defensive player shall contact the passer who is standing still or fading back as he/she is considered out of the play after the pass. Roughing the passer restrictions do not apply if the forward pass is thrown from beyond the scrimmage line but illegal contact can still be called. Penalty: 10 yards and automatic first down. This penalty will be tacked on to the end of the run on a completed pass, if accepted.
- FLAG GUARDING - Runners shall not flag guard by using their hands, arms, or the ball to deny the opponent an opportunity to pull or remove the flag belt. Flag guarding includes:
- Placing or swinging the hand or arm over the flag belt to prevent an opponent from deflagging.
- Placing the ball in possession over the flag belt to prevent an opponent from deflagging.
- Lowering the shoulders in such a manner that places the arm over the flag belt to prevent an opponent from deflagging.
- Any other act, besides spinning and various other types of hip movement, to prevent an opponent from deflagging. (Penalty: 10 yards).
- PASS INTERFERENCE - During a down in which a legal forward pass crosses the scrimmage line, contact which interferes with an eligible receiver who is beyond the scrimmage line is pass interference unless it occurs when 2 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 deflagged prior to touching the ball on a pass thrown beyond the scrimmage line. Offensive pass interference may be called at any time after the ball is snapped. Defensive pass interference, however, can only be called during the time of a pass attempt.
- Offensive Pass Interference - Penalty: 10 yards (previous spot) and loss of down.
- Defensive Pass Interference - Penalty: 10 yards (previous spot) and automatic first down.
- LEGAL CATCH / SIMULTANEOUS CATCH - A catch is the act of establishing player possession of a live ball in flight, and first contacting the ground inbounds or being contacted by an opponent in such a way that he/she is prevented from returning to the ground inbounds while maintaining possession of the ball.
- One foot is required to be inbounds (while in player possession). Additionally, a catch by a kneeling or prone inbounds player is a completion.
- A simultaneous catch or recovery is a catch in which there is joint possession of a live ball by opposing players who are inbounds. The ball will be blown dead at that spot and possession will be awarded to the offense.
- FUMBLES - A fumble is a loss of player possession of the ball other than by handing, passing or punting the ball. A fumbled ball that hits the ground is dead at that spot.
- HANDING THE BALL FORWARD - A player may hand the ball forward or back ward at any time.
- FACE GUARDING - Any act by a player to inhibit an opponent's (usually a potential receiver) ability to see the ball and/or other players is considered face guarding. Face guarding is illegal. (Penalty: Pass Interference).
- PUNTING THE BALL
- The offensive team captain is responsible for notifying the Referee when they wish to punt on 4th down. The Referee will then announce this decision to both teams. All punts will be a protected scrimmage kick (no rushing by the offense or defense).
- A team may request to punt on any down. All fake punts are ILLEGAL. (Penalty: Illegal Kick, 10 yards, Spot foul).
- 15 YARDS AFTER READY FOR PLAY - At any time after the ready for play whistle and prior to the snap, all offensive players must be within 15 yards from the ball (orange ball spotter). This is to prevent offensive players from "sneaking" onto the field and staying near the sideline just before the ball is snapped, which would in many cases, leave that particular player uncovered with a clear path to the endzone. (Penalty: Illegal Procedure, 5 yards, previous spot).
- OFFSIDES / ENCROACHMENT - The first offender rule is in effect when it comes to encroachment. This means that the moment a player from either team enters the neutral zone (after the ready for play whistle) he/she shall be called for the penalty. This is a dead ball foul, so play should be whistled dead immediately after the encroachment occurs. (Penalty: 5 yards).
- SNAP REGULATIONS - To start every play there must be a snap.
- A snap must be one smooth, quick, and continuous motion, either between the snapper's legs or from the side. The ball must leave the snapper's hand(s) during this motion. After the snapper takes his initial position over the ball, he/she may move or rotate the ball. After the snapper comes to a set position, he/she may not move the ball again until it is snapped. (Penalty: Dead Ball, Illegal Snap, 5 yards).
- The player who receives the snap must be at least two (2) yards behind the offensive scrimmage line. Direct snaps are illegal. (Penalty: Live Ball, Illegal Snap, 5 yards).
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