Flag Football

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Rosters Due: October 22nd

Info Meeting: October 23rd

Bruin Cup Points:
1st - 500 pts.
2nd - 250 pts.
3rd - 125 pts.

Men's NCAA Roster Form 

Men's NFL Roster Form 

Women's Flag Football Roster Form 

Co-rec Flag Football Roster Form 

ACIS

Rules

1. All teams must submit a roster prior to the entry deadline.

2. All team members must have a valid Belmont University ID card at every intramural event in order to participate. No driver’s licenses. No class schedule. No exceptions.

Captains

1. Each captain will be responsible for the behavior and discipline of his/her team and sideline.

2. Team captains are eligible to file protests to the Intramural Sports staff regarding player eligibility, but not on matters which concern the judgment of the officials. These types of protests should be done before the game begins.

3. The captain will act as a spokesperson for his/her team in discussion with game officials or in matters concerning the team or individual players unless signified to the Assistant Director, Graduate Assistant, or the game officials that someone else will be spokesperson. In such a case, the captain will relinquish the rights as spokesman in favor of the person appointed for this stated period.

Teams

A) Teams will be limited to 15 players for Men's & Women's Leagues or 16 players forCo-Rec. Leagues

B) Each team under penalty of forfeiture must have five players (six co-rec) on the playing field at the designated time of the game and must maintain a minimum five players (six co-rec) on the field throughout the game. Playing Field: Games will be played on 80 yard fields long x 40 yards wide, with two ten yard end zones. Mercy Rule: If a team is 19 or more points (Co-Rec. 25 points) ahead at the two-minute warning in the fourth quarter, the game shall be over. If after the two-minute warning has been given and 19 (Co-Rec 25) point differential is established anytime after that, the game shall be over.

C) If a team is leading by 50 points at any time during the game, it will be considered a mercy rule and the game will be over.

D) Players arriving late must check in before halftime to be allowed to play in that game.

Periods, Time Factors, Substitutions, The start of the game, and possession after a score

A) The game will last four quarters.  Each quarter will be 12 minutes long, with 3 minutes for halftime. The clock will run continuously unless a team requests a time out for the first 22 minutes of each half. The clock will stop at certain times during the last 2 minutes of the second and fourth quarters when the ball is dead.   A team may have two time-outs per half (one minute in length). Unused timeouts do not carry over.

B) Each half shall start with a snap from the 14 yard line. Before the start of the game the referee shall toss a coin in the presence of the opposing field captains, after first designating which captain shall call the coin. The captain winning the toss shall have first choice of options for the first half.

Belmont University Flag Football

The options for each half shall be:

1. To choose whether his/her team will play offense or defense first.

2. To choose the goal his/her team will defend.

3. Defer their choice until the second half. The captain, not having the first choice of options for a half, shall exercise the remaining option.

Possession after a score and a try :

After a team has scored a touchdown and attempted their try (extra point) the ball will be placed on the scored upon team's 14 yard line

Forfeit Time:

Once the Intramural Sports Staff states that the game is ready to begin and the stated game time is the current time or that time has passed, both teams must be prepared to participate in the scheduled game. If they are not able there will be a grace period of 10 minutes. During that time the clock will run and each minute a team is late they will be awarded a touchdown (six points). If after ten minutes the team is still unable to field a team they must forfeit that game. If the team is able to play before the ten minute period has run out they will begin the game with the time that is remaining on the clock with the score being whatever accumulation of points being the official score. A team CAN NOT Default once a game has begun.

Overtime Tie Breaker:

The tie breaker will begin with an explanation of the rules and a coin toss. The winning team will choose either to go on offense first or to defend the goal. Unless moved by penalty, each team will start 1st and goal from the ten yard line. The object will be to score a touchdown. A tie breaker period consists of one series of downs by each team.  If the first team which is awarded the ball scores, the opponent will still have a chance to match the score. Unless moved by penalty, they will start 1st and goal from the ten yard line. Try-for-points will be attempted and scored as indicated in the rules. If the defense intercepts the ball and returns it for a touchdown, they win the game. If they do not return the interception for touchdown, the ball will be placed at the ten yard line to begin their series of 4 downs.  This will be repeated until one team wins the game.

Charged Time-Outs:

Each team is entitled to two charged time-outs during each half without penalty. Successive charged time-outs may be granted each time during a dead ball period. If the ball is dead and a team has not exhausted its charged time-outs, the referee shall allow a time-out and charge that team. Each time-out is one minute.

Capt-Referee Conference:

When a team requests a charged time-out for a rule interpretation, the referee will confer with the team captain. If the referee changes his/her ruling, it is an official's time-out. If the ruling is not changed, it is a charged time-out. If the team has used its two time-outs, delay of game penalty will be assessed.

Sideline Conference:

During a time-out charged to a team, only one coach may confer with their team on the field.

Injured Player and Blood Rule:

An injured or apparently injured player who is discovered by an official while the ball is dead and the clock is stopped, shall be replaced for at least one down unless the time-out or intermission has occurred. A player with an excessive amount of blood (determined by the officials) shall be considered an injured player and must sit out until they have secured a clean uniform and stopped bleeding. A player that suffers a head, spinal or neck injury must have a doctors approval (in writing) before they are permitted to participate in another game.

Players:

Seven players constitute a team. On Offense, four players must be on the line of scrimmage. A team may not start or continue a game with less than five players. Co-Rec teams need five players on the offensive line of scrimmage and they may have no less than six players to play a game. Half being male and half being female.

Equipment & Uniforms:

A valid Belmont ID card must be used to check out equipment. Each player must wear the flag belts provided by the Campus Recreation Staff. Flag belts must have three flags that are to be positioned one to each hip and one in the back. Shirts must be tucked in so that the flag can be easily seen and grabbed. If a sweatshirt is worn, it must be tucked in a manner in which it will not cover the flag belts. All hooded sweatshirts must be tucked in and remain tucked in. No belt loops or pockets on any form of pants will be allowed. Players can not tape pockets, belt loops, numbers on shirts etc. Metal cleats are illegal. Players may not participate in sandals, boots, dress shoes, or bare feet. Players wearing illegal shoes will be disqualified. ***All players must be dressed in the same or similar uniform. All uniforms must have a 4 inch or 6 inch number displayed on the front or on the back of the uniform shirt. If the entire team does not have the same or similar (Officials Judgment) uniform shirt the entire team MUST wear scrimmage vests supplied by the Intramural staff. *ABSOLUTELY NO JEWELRY WILL BE ALLOWED* No cast or metal braces will be allowed unless covered by a soft material.

The Game Ball:

Teams may provide their own football and it must be a official/regulation size ball for the men’s leagues. For women’s and co-rec leagues, teams may choose to use a junior or intermediate size ball.  Teams have the option of using the opponent's ball if they are allowed to do so. If they wish to use their own ball, they are to bring it in when they take over on offense. The offensive team is always responsible for retrieving the football during play.

Scoring:

Touchdown = 6 points , Safety = 2 points , Point after TD = 1 point (from 3 yards) , Option #1 = 2 points (from 10 yards) , Option #2 = 3 points (from 20 yards)

Blocking:

Offensive screen blocking shall take place without contact. It is similar to a screen in basketball. The screen blocker shall have his/her hands and arms at his/her side or behind the back. Any use of arms, elbows, or legs to initiate contact during an offensive player's screen block is illegal. A player must be on his/her feet before, during, and after screen blocking. No charging into offensive blockers, the defense must make an effort to get around the offensive blocker. If the defense does charge into or bull rush into offensive blocker it will be a 10 yard penalty and may lead to a player ejection.

Punting:

When punting the ball, a kicking team must announce its intentions to the officials before the ball is declared ready to play. After such an announcement, the kicking team can only change the decision by a time out (Either team) or by accepting any penalty. No one may cross the line of scrimmage until the ball is kicked. The center must snap the ball to the kicker who must be at least two yards behind the line of scrimmage. There shall be no quick kicks. A punted ball that hits the ground may be advanced, but it must be fielded cleanly. The ball will be declared dead if the punting team downs the ball or if the receiver doesn't field the ball cleanly (fumbles or muffs the punt).  

Fumbles:

Any fumble, lateral or forward pass that is intercepted or caught in the air may be advanced. Any time the ball touches the ground during a play from scrimmage, (excluding incomplete passes) the ball is automatically downed there. Balls may be fumbled backwards for a safety, or a loss but not forward for a touchdown or a gain.

Delay of Game:

The ball must be put in play with a backward snap between the legs or behind the ball from his/her side within 25 seconds of when the referee blows the ready for play whistle after the ball has been spotted. No direct hand-off snaps are allowed. The ball must be snapped with a quick, continuous motion. If the ball is snapped before the referee whistles the ball ready for play is considered a delay of the game.

First Downs:

Each team will have a series of four downs to advance the ball from one zone to another. Failure to do so in four downs results in loss of the ball to the opponent. The line to gain in any series shall be the line in advance of the ball, unless the distance has been lost due to penalty or loss of yardage. The placement of the ball will be determined by the location of the ball when the person is deflagged. Any part of the ball touching the line is considered over the line.

Motion:

When the ball is snapped, only one offensive player may be in motion, but not in motion toward the line of scrimmage. A player in motion on the line of scrimmage will not be one of the four scrimmage line players.

False Start:

Offensive players (except the player in motion) must be stationary in their positions without movement of the feet, body, head, or arms for at least one full second before the snap.

Stripping, Hitting, or Stealing the Ball:

An opponent may not snatch, strip, or steal the ball from the ball carrier's hand. There will be a ten yard penalty awarded against a team that strips or attempts to strip a ball.

Neutral Zone:

There will be a one yard separation between the offensive line of scrimmage (point of the ball) and the defensive line of scrimmage. This will be designated by a spot for both the offensive and defensive lines of scrimmage.

Encroachment (Off sides):

An Offensive or defensive team may not penetrate neutral zone (line of scrimmage) or it is encroachment and a five yard penalty. Even if the defense gets back before the snap of the ball, it is still a penalty. It is an immediate dead ball.

Intentional Grounding:

In the judgment of the official, it is intentional grounding when a forward pass is intentionally thrown to the ground or out of bounds to save loss of yardage.

Pass Interference:

Penalty for offensive/defensive pass interference is ten yards from line of scrimmage and an automatic first down if defensive, and loss of down if offensive. It is not at the point of the foul.

Passing/Receiving:

All players are eligible to receive a pass. Only one forward pass is allowed per play. Lateral/backward passes may be thrown at any time. Receivers must have one foot in bounds while in possession of the ball. A receiver who steps out of bounds and returns back to the playing field is ineligible to participate in that play until the ball is touched by another player otherwise you will be penalized for illegal participation.

Intercepted try run back for a score = 3 points

A team is given one choice (one, two or three points). The declared point value will remain the same even if penalties move the ball closer or farther from the goal.   An interception or fumble on a try for an extra point can be returned for 2 points.

Securing the flag belt:

The defensive player must not tackle, block, trip or hold the ball carrier while attempting to de-flag the ball carrier. If a player trips, holds, or uses any other illegal acts, a penalty of ten yards will be called. If flagrant, unnecessary roughness occurs, ejection may also result. Flag belt must be "clearly taken" from the ball carrier. If a defensive player tries for the belt and they don't pull the flag off, but it falls off for any other reason, the play continues. It will become a one hand touch on the offensive player without the flag. Always play until you hear the whistle. However, if a player from the opposing team causes the clip on the flag belt to break, the player is down. If a player is found wearing a belt that is tied, it will be an automatic ejection from a game. The player will also be ineligible for the next contest and you MUST speak with the Assistant Director of the BSLC. After a score is made, the player’s flag must be pulled off by the referee. If the flag does not come off the score does not count and player is ejected.

Flag Guarding:

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. The ball carrier may not hurdle, jump or attempt to jump over another player. The player with the ball may intentionally dive, but may not initiate any contact with an opposing player with his or her dive. The penalty would be a ten yard penalty. A runner or receiver is also down if any part of his/her body touches the ground other than a hands, feet or hand with possession of the ball.

Roughing the passer:

When rushing the passer you must play the flag and not the ball. If attempting to block a pass, you may not contact the passer in any manner, even if the ball is touched or blocked. This will result in a ten yard penalty and an Automatic First Down. Returns from End Zone: Passes, interceptions, and kicks may be returned from end zones, but not from behind the out of bounds lines. An interception in the end zone can be advanced or become a touchback (ball placed on the 14 yard line, if downed or de-flagged in the end zone.)

Inadvertent Whistle: A live ball becomes dead when an official sounds the whistle, even if inadvertently. *A possessed (Player is holding the ball) ball blown dead, inadvertently can be replayed totally or taken from the spot of the whistle *A non-possessed ball (ball in the air) will be brought back to the previous spot and replayed.

Unsportsmanlike Conduct: Unsportsmanlike conduct penalties are 10 yards. Extreme cases can lead to ejection.

Summary Of Penalties

Loss Of Five (5) Yards

*Equipment violation

*Delay of game

*Encroachment

*False start

*Illegal snap

*Infraction of scrimmage formation

*Illegal motion

*Illegal shift

*Intentionally throwing a backward pass or fumble out of bounds (Loss of Down)

*Helping the runner *Intentional grounding

*Player receiving the snap within 2 yards of the line of scrimmage

*Player out of bounds when ball is snapped

*Offensive player not within 15 yards of ball

*Advancement across the line of scrimmage by a MALE runner (CO-REC ONLY)

*Illegal forward pass - 2 consecutive MALE to MALE forward passes (CO-REC ONLY)

Loss of Ten (10) Yards

  *Kick catch interference

*2 or more consecutive encroachments during the same interval between scrimmage downs

*Offensive pass interference & (Loss of down)

*Defensive pass interference & (Automatic 1st down)

*Illegally secured flag belt on touchdown & (Loss of down & Ejection)

*Unsportsmanlike conduct

*Attempting to steal, strip or strike the ball

*Unfair tactics

*Hurdling a player

*Illegal contact

*Aggressive running

*Tackling the runner = Automatic Ejection

*Roughing the passer & (Auto 1st down)

*Flag guarding

*Illegal participation

*Stiff arming

*Illegal Screen Blocking

*Spiking, kicking or throwing the ball out of anger or frustration

*Contact

*Holding a runner

*Tackling the runner = Automatic Ejection

*Roughing the passer & (Auto 1st down)

*Flag guarding

*Illegal participation