Intramural Sports
Flag Football RULES UPDATED: January 6, 2025
OVERVIEW:
Three weeks of pool play on the day and time that a team signed up for, followed by two weeks of single elimination playoffs at varying days and times in the evenings. All games will be played Sunday through Wednesday on Bremner Field. It is expected that all players will wear athletic shoes and activewear. It is recommended that you bring two different colored shirts, one light and one dark. Please arrive 15 minutes before scheduled game time to check in with the supervisor using UNH ID. You MUST bring your UNH ID.
PLAYER AND ROSTER REQUIREMENTS:
Teams should have 6 players and a goalie, 7 total on the field. You may start a game with only 6 players if you do not have enough of your team in attendance. You may add players to your roster on site and on Fusion Play all season until playoffs. They just need to bring their UNH student ID to be added at check in. If your team does not have enough players, you may temporarily borrow players from another team or bring temporary players for that night. This is ONLY during regular season. Rosters become locked at the start of playoffs.
Mixed Gender Ratio
- If playing with a full 7-player roster, no more than 4 players of the same gender are permitted play on the field at a time.
- If playing with less than 7 players, no more than 3 of the same gender are permitted to play on the field.
EQUIPTMENT:
- Teams are encouraged to wear their own color-matching jerseys with visible numbers on the back. No taped-on or pinned-on numbers are permitted. Pinnies will be available at the game sites for teams that need them. A t-shirt with full sleeves (short or long) must be worn underneath the pinnie issued by UNH Campus Recreation
- Sneakers, soft rubber turf shoes, and/or molded rubber cleats may be worn. Not allowed: metal or screw-in cleats
- All players will wear the official flag belt with the flags attached in the proper locations. Shirts or jerseys must be tucked under the flag belts as well as into the shorts/pants and in no way cover or protect the flags.
- Flags must be of contrasting colors with vests/jerseys and shorts/pants.
- Each player must wear pants or shorts without any belt(s), belt loop(s), pocket(s) of any kind, exposed drawstrings, or holes. Tear away pants are not permitted. Shirts and sweatshirts with exposed hoods or pockets are also not permitted.
- Ball spotters: two soft and pliable spotters (orange and gold rubber disks or cones) will be used to mark the offensive and defensive scrimmage lines. The ball spotters will always be one yard apart.
RULES:
NIRSA Flag Football rules will prevail with the following modifications:
GAME
- Games will be two 20-minute halves.
- The clock will continuously run throughout the game, except for the last 2 minutes of the second half and time-outs. With the sideline ref keeping track.
- A team is allotted two time-outs per half (30 seconds each). Time-outs do not carry over.
- If the point differential is 19 points or more (25 points or more for Co-Rec) when the official announces the 2 minute warning for the second half, or any point thereafter, the game shall be over.
- Start of each half will begin by placing the ball on the 15 yard line.
- The captain winning the coin toss shall have a choice of options for the first half or shall defer their option to the second half. The options for each half shall be: a) kick b) receive c) direction d) defer
- The captain not having the first choice of options for a half shall exercise the remaining options.
- Teams are allowed 1 blitz per first down. So once at max 2 a drive, and the second blitz can only occur once a first down has been achieved by the team on offence.
SCORING
- Touchdown – 6 points
- Safety – 2 points
- Try – 1, 2, or 3 points
- When attempting a try for extra points, the offensive team must decide if they want to try for 1 point from the 3-yard line, 2 points from the 10-yard line, or 3 points from the 20-yard line. The ball becomes dead and the try ends when the defense secures possession.
- Penalty: Personal Foul, 10 yards from the previous spot and loss of down.
- After a try, the opponent of the scoring team at their 15-yard line shall snap the ball, unless moved by penalty.
- After a safety, the scoring team at their 15-yard line shall snap the ball, unless moved by penalty.
- If the defensive team intercepts the ball, the ball is dead and the series is over. The ball will be theirs and placed on the 10-yard line, where they may attempt to win. If the game remains tied after this procedure, it will be repeated until the tie is broken.
PLAYERS AND SUBSTITUTION
- Unlimited substitution is permitted as long as it is done during a dead ball, in between plays, and there is no delay of game.
- No substitute(s) shall enter during a down.
- All players must be checked in prior to playing on the field.
- UNH ID presented
SCRIMMAGE
- On offense, the snapper is the only player required to be on the line of scrimmage at the snap. All players must be in bounds. All players are eligible to receive passes. Penalty: Illegal Formation, 5 yards
- To gain a first down, the ball must be advanced to or beyond the next zone line to gain (halfway line/50 yard line) , regardless of where the series originated, within 4 downs. Exception: In case a penalty moves the ball back into another 20-yard zone, the line to gain for the first down is from the original spot marked.
- The center (snapper) may not run with the ball but is eligible for a pass. The player who receives the snap must be at least two yards behind the offensive line of scrimmage. Penalty: Illegal Formation, 5 yards.
- A receiver may receive a ball or a defensive player may intercept a pass even if his or her flag has accidentally dropped off, and either may advance the ball. (See Rule K - Removing the flag belt)
- Motion: One offensive player may be in motion, but not in motion toward the opponent’s goal line at the snap. Other offensive players must be stationary in their positions without movement of the feet, hands, head, or arms. Penalty: Illegal Motion, 5 yards
- The ball carrier must run to avoid defenders, not over them. The ball carrier may not stiff-arm an opponent. The runner may, however, attempt to maneuver between or around defenders when trapped along the sidelines.
- It is legal for a defensive player to dive when removing a flag belt.
- Both lines may assume a two, three, or four point stance. Players on the offensive line must be set for one full second before the snap.
- If the ball carrier falls to the ground (any part of their body besides the hands/feet touching), he or she is down at that spot, and may not resume play.
- After the ball is declared ready for play, the offense has 25 seconds to snap the ball.
- Any time on or after the ball is declared ready for play, each offensive player must momentarily be at least 5 yards inbounds before the snap. Penalty: Illegal Formation, 5 yards
BLOCKING
- The offensive screen block shall take place without contact. The screen blocker shall have their hands and arms at their side or behind their back. Any use of the hands, arms, elbows, legs, or body to initiate contact during an offensive player’s screen block is illegal. A blocker may use their hand or arm to break a fall or to retain their balance. A player must be on their feet before and during screen blocking.
- Teammates of a runner or passer may interfere for them by screen blocking, but shall not use interlocked interference by grasping or encircling one another in any manner.
- Defensive players must go around the offensive player’s screen block. The arms and hands may not be used as a wedge to contact the opponent.
- Penalty on illegal blocking plays: Personal Foul, 10 yards.
FORWARD PASS
- The ball may be passed forward only once per down and must originate from behind the scrimmage line.
- It may be passed backward or laterally as many times as desired on any one play until the ball becomes dead.
- Forward passes are not permitted on punts or interceptions of forward passes.
- ROUGHING THE PASSER: Defensive players must try to avoid contact with the 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 is considered out of play after the pass. Roughing the passer restrictions do not apply if the forward pass is thrown from beyond the scrimmage line (first ball spotter-orange). Penalty: Roughing the passer, 10 yards from the previous spot, or from the end of the run (if the pass is completed), automatic first down.
- One foot must be in-bounds when a catch is made and before any other body part touches out-of-bounds for a legal catch.
- A receiver who voluntarily steps out of bounds loses eligibility for that play. If a receiver is forced out of bounds, they must come back inbounds, immediately, before becoming eligible to participate.
FUMBLES
- If a player fumbles the ball, it is dead at the point it touches the ground and it is still the offensive teams ball.
- A ball fumbled into the air is called an “air fumble” and may be intercepted and advanced by any player.
PUNT
- Prior to declaring the ball ready for play on fourth down, the official must ask the offensive team captain if they want to punt. The official must communicate this decision to the defensive captain and the other officials. The offensive captain may request a punt on any down. After such announcement, the ball must be kicked. Once the offense has declared to punt the captain must call a time-out to change their option.
- Neither the kicking nor receiving team may advance beyond their respective scrimmage line until the ball is kicked. Penalty: Illegal Procedure, 5 yards from the previous spot.
- After receiving the snap, the kicker must kick the ball immediately and in a continuous motion. Penalty: Illegal Procedure, 5 yards
REMOVING THE FLAG BELT
- When the flag belt is clearly taken from the runner in possession of the ball, the ball is declared dead and the down shall end. A player who removes the flag belt from the runner should immediately hold the flag belt above their head. If a flag belt inadvertently falls to the ground, the play is dead.
- In an attempt to remove the flag belt from a runner, defensive players may contact the body and shoulders, but not the face, neck or any part of the head of an opponent with their hands. A defensive player may not hold, push, or knock the runner down in an attempt to remove the flag belt.
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. Flag guarding includes: A: Swinging the hand or arm over the flag belt to prevent an opponent from deflagging.
- B: Placing the ball in possession over the flag belt to prevent an opponent from deflagging.
- C: Lowering the shoulders in such a manner that places the arm over the flag belt to prevent an opponent from deflagging.
- Penalty: Flag Guarding, 10 yards
- The runner shall be prohibited from contacting an opponent with an extended hand or arm. This includes the use of a “stiff arm” extended to ward off an opponent attempting to deflag/tag. Penalty: Personal Foul 10 yards.
PENALTIES:
Pass Interference:
- By offense – 10 yards from the original line of scrimmage.
- By defense - 10 yards from the original line of scrimmage.
Five-yard Penalties:
- Off-sides, Delay of Game, Illegal Formation, Intentional Grounding, Illegal Forward Pass, Intentional Forward Fumble, Failure to Wear Proper Uniform. All of these penalties will be marked from the original line of scrimmage except:
- Intentional Grounding- Point of infraction and loss of down.
- Illegal Forward Pass - Point of infraction and loss of down.
- Intentional Forward Fumble - Point of infraction and loss of down.
- Intentional backward fumble/pass out of bounds - Point of infraction and loss of down.
Ten-Yard Penalties:
- Illegal use of hands, forearms, or elbows, offensive or defensive holding, flag guarding, leaving feet (foot) on a block, roughing the passer, stiff-arming, wedge blocking and/or clipping. All of these penalties are marked from the basic spot of enforcement, according to the all-but-one principle.
- Gross unsportsmanlike conduct, intentional or flagrant foul: The person(s) charged with gross
- unsportsmanlike conduct, intentional or flagrant foul may be removed from the game and Intramural suspensions will be enacted. Any player receiving two unsportsmanlike conduct penalties will be ejected immediately, and will be subject to Intramural disciplinary procedures.
PLAYOFFS:
Games will be scheduled at different times than regular season to accommodate seeding and facility schedule. Single elimination bracket. Schedule is subject to change. Check Fusion Play daily. ROSTERS ARE LOCKED. Champion teams will be awarded shirts and a Domino's pizza party. Only players who have played in the final game will get shirts.
OVERTIME
- NOTE: There is no overtime during regular season.
- In the case of a game ending in a tie score during the playoffs, the team captains shall be brought together and a coin will be flipped to determine the option.
- The winner of the toss shall be given the option of offense, defense, or direction. Both teams will go in the same direction during the entire overtime period.
- Each team will be given four (4) downs from the same 10-yard line.
- The object will be to score a touchdown. If the first team scores a touchdown, the second team will still have four (4) downs to try to score. Extra points will also be attempted as normal.
- Each team is entitled to one time-out only, during the entire overtime period.
FORFEITS:
If a team forfeits in week 1, they will be removed from the league. Week 1 is considered commitment week.
When a team forfeits a game, they will be emailed by the intramural staff. It is required that the team captain replies to the email within 24 hours. If intramural staff does not receive a reply within 24 hours, the team will be removed from the league and replaced by a team on the waitlist.
A team that forfeits twice will be automatically removed from the league.
If your team is unable to play and must forfeit, please email unh.intramurals@unh.edu by noon on game day so we can try to find another team to fill your spot.
Teams with any number of forfeits ARE NOT ELLIGIBLE FOR PLAYOFFS.
Don’t have enough players? There are options! You can play down players, bring new players on the night of your game, and/or borrow players from another team when you get to your game. New players should check in like any other player would with intramural staff.
If a team fails to have the required number of participants at the scheduled game time, the opposing team who is present will have the following options:
- Choose to wait 10 minutes until the opponent arrives to compete with the official game running as scheduled. The waiting team has the option to lead the game 19-0.
- If the opposing team is still not ready to play 10 minutes after the scheduled game time, the intramural staff will declare a forfeit win for the waiting team. No game will be played.
- If both teams do not have the minimum number of players at game time and/or arrive late but get enough players within ten minutes of the scheduled game-time, the game shall commence with a starting score of 0-0
SPORTSMANSHIP:
Following each game, the intramural staff will rate each team on their sportsmanship with a 0-5 score. The default score for all teams successfully completing a game is 4. Teams receiving a 0, 1, or 2 rating twice in the same season, will be removed from the league or playoffs. Depending on the severity of the incident, a team may be removed from the league and/or face additional sanctions for only one unacceptable rating (0-2).
- Teams will receive a 0 rating for a game that is forfeited. This includes for reasons of no-show, disqualification, or misconduct.
- Teams are required to have an average sportsmanship of 3 or higher to be considered for playoffs.
- Scores are given based on the discretion of intramural staff and cannot be contested.
Good sportsmanship is required of all participants. Players and spectators are always to conduct themselves respectfully. UNH Campus Recreation reserves the right to suspend or disqualify groups or individuals for unsportsmanlike conduct at any time. Unsportsmanlike conduct before, during, and/or after a game will not be tolerated.
By participating in intramural sports, players agree to follow all Campus Recreation policies and those outlined in the UNH Student Rights, Rules, and Responsibilities. Prohibited behavior includes but is not limited to: consuming or being in possession of alcohol, nicotine, and other prohibited substances, physical or verbal altercations, vandalism, theft, or unauthorized participation.
The decision of an official or intramural staff member to eject a player or spectator for any unsportsmanlike conduct (be it verbal or physical) will be firmly upheld by UNH Campus Recreation. All ejected players must leave the playing area/facility. Individual players’ conduct may impact team eligibility to remain in the league.
If you have any questions regarding intramural policies or rules, please contact unh.intramurals@unh.edu or Gabby Merrill (Intramural Sports Coordinator) Phone: (603) 862-2038 or email: gabby.merrill@unh.edu