Intramural Game Rules
Competition
Flag Football is a Tier 1 event. The competition begins as a round-robin tournament between companies with each battalion or within the Blue, White, and Red Leagues.
Roster
The desired roster size is ten players. The game is played 7-on-7, and five players are required to avoid a forfeit. One player from each team is designated as the team captain before the start of play.
Rules
Start time is forfeit time: there is no grace period for players to arrive late. Two game forfeits disqualify a team from further play.
Metal or hard-tip cleats are not permitted. A mouthpiece is strongly recommended. Shirts must be tucked into shorts. Each player must wear a belt at the waistline with three flags attached, one hanging at each hip and one at the center of the back. Wrapping, tying, or securing flags to uniforms or belts is illegal.
Games are played in two 15-minute halves with a 5-minute break between halves. Games may be shortened at the discretion of the officials; 20 minutes of play will constitute a complete game. The clock runs continuously except for time-outs. Each team is entitled to two 1-minute time-outs per game. Following any time-out, the offensive team has 25 seconds to start the next play.
If the game ends in a tie score, each team will have a chance to score in four downs, with the line of scrimmage starting at the opposing team’s 20-yard line. Play will continue until one team scores and the other does not.
If a female scores a touchdown, the point value is nine. If a female player throws a legal forward pass and any offensive player scores a touchdown, the point value is nine. All other touchdowns are six points.
Following a touchdown, the scoring team has one down to attempt 1, 2, or 3 extra points. The scrimmage line is at the 3-yard line to try one extra point. The scrimmage line is at the 10-yard line to attempt two extra points, and the scrimmage line is at the 20-yard line to attempt three extra points.
A safety is worth 2 points. When a safety is scored, the ball belongs to the scoring team at its 14-yard line.
Each half starts with the ball at the defensive team’s 14-yard line. Following a touchdown, safety, or touchback, the ball is put into play at the 14-yard line of the defensive team.
The offensive line may obstruct an opponent (screen block) without using any part of the body to initiate contact. Shoving with the hands, elbows, knees, or shoulders is not allowed. Before the snap, one offensive player may be in motion but not in motion toward the opponent’s goal line. The player who receives the snap must be at least two yards behind the scrimmage line. Direct snaps are not legal.
A catch by any kneeling or prone inbounds player is a completion or interception. All players are eligible to touch or catch a pass. If opposing teams catch a forward pass simultaneously, the ball becomes dead and belongs to the offense. An official must visibly see the ball strike the ground to rule it incomplete. If in doubt, it is a catch. The ball is dead when and where it touches the ground.
There are no onside kicks. Quick kicks are illegal. No team may advance beyond the scrimmage line until the ball has been kicked. Once the ball is punted, it may be blocked. If a blocked punt hits the ground, it is dead there. If the kicking team catches a blocked punt, it may be advanced, and a new series of downs begins. When a punt that has crossed the scrimmage line touches a player from either team and then hits the ground, it is a dead ball and belongs to the receiving team.
The punting team must have at least five players on the scrimmage line at the snap of the ball.
While attempting to remove the flag from a player possessing the ball, defensive players may contact the body and shoulders, not the face, neck, or head. Defensive players may not hold, push, or knock an offensive player down to remove the flag. When the flag is taken from the player in possession of the ball, the ball is dead, and the down ends. The player who captures the flag should immediately hold it above their head to assist the official in marking the spot. Any player with the ball may not block or guard their flag against being taken. If the flag belt inadvertently falls off, a one-hand tag between the shoulders and knees constitutes a capture.
A backward pass or fumble caught or intercepted in flight and inbounds may be advanced. It is passing interference if an eligible receiver is deflagged/tagged before touching a thrown ball. Contact that interferes with an eligible receiver is pass interference.
Summary of Fouls and Penalties
Loss of 5 Yards | Loss of 10 Yards |
illegally worn flag belt | illegally worn flag belt on a touchdown |
delay of game | quick kick |
breaking substitution rules | reentry of a disqualified player |
encroachment | kick catch interference |
false start | roughing the passer |
illegal snap | offensive or defensive pass interference |
an offensive player illegally in motion | illegal flag belt removal |
illegal forward pass | illegal screen block |
helping the runner | guarding flag belt |
stiff-arming | |
holding a runner |
Personal fouls, e.g., tripping, clipping, throwing an opponent to the ground or contact with an opponent on the ground, shoving or blocking with hands, elbows, or shoulders, contact to the face, neck, or head, or contact during a dead ball results in a 10-yard penalty and disqualification if the official deems it appropriate.
Unsportsmanlike conduct, e.g., disrespectfully addressing an official, being on the field illegally, profanity, taunting, using insulting or vulgar language or gestures, contact with an official, or fighting, results in a 10-yard penalty and disqualification if the official deems it appropriate.