5v5 Flag Football Rules

All Montclair State University School Policies are in effect, including the Student Code of Conduct.

All Montclair State University Department of Campus Recreation “Intramurals 101” policies are in effect.

 

ELIGIBILITY

  1. All team sports are broken down into four different leagues which include: Men’s, Women’s, Organization and Open. The Organization league is open to all Montclair State-affiliated Clubs and Organizations who register using the $60 team fee. The Open league places no restriction on gender, gender identity or gender expression. Each player can only join one team per league (i.e. a player is allowed to play in one Open league and one Women’s/Men’s league). In leagues with multiple divisions, such as basketball, players are permitted to play in Men’s A or Men’s B only.
  2. A team’s roster should be completed prior to their first game, but additional players are more than welcome. Be advised that they MUST play in ONE regular season game before being eligible for the playoffs. All players participating in a game must be listed on that game’s scoresheet. The players who are listed will be entered onto that team’s roster. Names of individuals can be added to the original roster, prior to the new team member playing, by listing that player’s name as well as his/her ID number on the scoresheet. A player must play in at least one regular season game to be eligible to participate in the playoffs. Rosters can have a maximum of 16 players.
  3. Assumption of Risk, Waiver and Release from Liability Form: All players must pay and sign up on imleagues.com. You MUST PAY YOUR REGISTRATION FEE BEFORE YOU PLAY in order to be eligible to play because your payment counts as your waiver. The only players who MUST sign a physical waiver, as well as pay, are those who play on Greek and Organization teams.
  4. Checking IDs: Before a contest, event or activity, all members of a team shall present to the scorekeeper their pictured Montclair State University ID card. Those players listed on the scoresheet and verified by a scorekeeper are considered to have participated in that contest. Should a participant arrive at the contest after it has started, the participant must still sign in with the scorekeeper to verify that they are on the roster. Should a player not be verified by a scorekeeper, that individual shall be considered an ineligible player.
  5. Forgotten ID Policy: If a player forgets his or her ID, that player is ineligible to participate in the SRC activity.
  6. The captain is the ONLY representative of his/her team that may address an official and/or Director on matters of interpretation or to obtain essential information as long as it is done in a courteous manner. Any player may address an official to request a time-out in the case of an emergency or when applicable.

 

 

FORFEITS

  1. If a team is not ready to play at game time, the clock will start. Every 5 minutes that the team is not ready, the opposing team will receive 3 points starting from the start time of the game. If the team does not arrive by the 20 minute mark, the game will be counted as a forfeit.
  2. In order to be credited for the forfeit “win,” the team receiving the forfeit “win” for the contest must have the minimum number of required players to start a game.
  3. If at game time neither team has the minimum number of participants required to play, the IM Sports Director will call the game a double forfeit.
  4. Any team that forfeits a total of ONE game within the season will be ineligible for the playoffs and will be removed from the league. Captains are responsible for entering time preferences and availability information for their team on IMLeagues, at the time of registration.
  5. ** NOTE**: Both teams are recommended to list the players present at the game site in order to have those players considered as having “participated” in that game.
    If at game time neither team has the minimum number of participants required to play, the IM Sports Supervisor will call the game a double forfeit.
    Any team that forfeits TWO games within the season will be ineligible for the playoffs and will be removed from the league.
    If a team cannot make their game, they must call the Intramural Office by 3pm the day of the game.
    Note: 2 defaults = 1 forfeit

 

 

5v5 Flag Football Rules

Team Composition

  1. Players can compete on one team per league. 
  2. Each team consists of five (5) players.
  3. Four (4) players must be present for a game to begin. 
  4. Substitutions may be made during any dead ball period.

Coin Toss

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 the options for the first half or shall defer their option to the second half. The options for each the half shall be: 

  1. To choose whether their team will be on offense first or defense first. 
  2. To choose the goal their team will defend. 
  3. The captain, not having the first choice of options for a half, shall exercise the remaining option. 

Periods & Time Factors

Game Timing:

  1. Games will consist of (2) fifteen-minute halves, with a two-minute halftime period.  
  2. The clock will run continuously unless a team requests a time out, except in the last minute of the 2nd half.  
  3. During the last minute of the 2nd half, the clock will stop as per NFHS/NCAA rules. 
  4. A team will have two time-outs for the game–one minute in length. During the last minute of the half, the clock will stop as per NFHS/NCAA rules. 

Tie Game (Playoffs)

Tie Breaker and Sudden Death: The tiebreaker 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 38 yard line. The object will be to score a touchdown. A tiebreaker period consists of one series of downs by each team. If the first team that is awarded the ball scores, the opponent will still have a chance to match or exceed the score. Unless moved by penalty, they will start 1st and goal from the 38 yard line (In overtime, the goal line is always the line-to-gain, regardless of penalties). Try-for-points will be attempted and scored as during regulation. If the defense intercepts the ball, they begin possession on the 38 yard line. If the score is still tied after one series of downs, repeat as above until one team wins. 

Interceptions

If the defense intercepts the ball during an offensive team’s try. They are awarded 2 points and possession of the ball. They will begin their 4 downs to try to score a touchdown on the 38 yard line. 

 

Time Outs & Conferences

Charged Time-Outs: Each team is entitled to two charged time-outs during the game without penalty. Successive charged time-outs may be granted each time during a dead ball period. Each time-out is one minute. 

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.

Unconscious or Apparently Unconscious Player. A time-out occurs when an unconscious or apparently unconscious player is determined by game officials. The player may not return to play in the game.

The Start of the Game:

  1. Each half shall start with a snap from the 38 yard line. 
  2. 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 the team’s 38 yard line. 

Uniforms, Players and Equipment

Article 1. Jerseys. Players should wear jerseys of contrasting colors without pockets, numbered on the front or the back. Jerseys must be either long enough to remain tucked into the pants or short enough so that a minimum of four inches between the bottom of the shirt and the top of the pants. Jerseys must remain tucked in the entire game.

Article 2. Shorts/Pants. Each player must wear shorts or pants without any belts, belt loops, pockets or exposed drawstrings. The pants or shorts must be a different color than the flags.

Article 3. Flag Belts. Each player on the field must wear a one-piece belt at the waistline with three flags permanently attached, one flag on each side and one in the center of the back. The flags should be a minimum of two inches wide and 14 inches long. The belt must have a spring loaded clip. Any belt containing knots shall be deemed illegal. A player who has a knot in their flag belt or has tied their flag belt will automatically be ejected from the game.

Article 4. Shoes. Shoes must be of canvas, leather or synthetic material which covers the foot, attached to a firm sole of leather, rubber, or composition material which may have cleats or be cleatless. CLEATS ARE LIMITED TO STUDS OR PROJECTIONS WHICH DO NOT EXCEED 1/2 INCH IN LENGTH AND ARE MADE WITH NONABRASIVE RUBBER OR RUBBER-LIKE SYNTHETIC MATERIAL WHICH DOES NOT CHIP OR DEVELOP A CUTTING EDGE. METAL STUDS ARE PROHIBITED.

Article 5. Mouth and Tooth Protector. It is strongly recommended that a mouthpiece be worn by all players.

Article 6. Gloves. Players may wear gloves which must consist of a soft, pliable, and non-abrasive material.

Article 7. Headwear. Players may wear a knit or stocking cap. Caps may not have a bill, nor contain any knots. Players may wear headbands no wider than two inches and made of non-abrasive materials. Rubber or cloth elastic bands may be used to control hair. Players may wear pliable and non-rigid sunglasses.

Article 8. Players may carry a playbook inside their clothing as long as it is not made of any unyielding material and is not visible. If carried on the field, a player must keep it rather than throw it on the ground.

Field Dimensions

All games will be played on a 45 yard long x 40 yards wide field, with two, ten-yard end zones. 

Passing

Article 1. Passing. Passing the ball is throwing it. A pass continues to be a pass until caught, intercepted, or the ball becomes dead. The initial direction determines whether a pass is forward or backward.

Article 2. Forward and Backward Pass. A forward pass is a pass thrown beyond the line of scrimmage with its initial direction toward the opponent’s endline. A backward pass is a live ball thrown with its initial direction toward, parallel, or behind the passer’s end line. A pass continues to be a pass until it is caught or strikes the ground. A backward pass that hits the ground is ruled the same as a fumble. It will be dead at the spot where it strikes the ground.

Running the Ball

  • NO QB Running ALLOWED
  • NO RUNNING ALLOWED BY ANY OFFENSIVE PLAYER (S)

Pass Rush

No pass rush is allowed in 5v5 Flag, unless a backwards lateral is attempted. ONLY One Blitz per possession is allowed (within 4 downs). 4 downs = one possession

Blocking

No offensive blocking is allowed. It is similar to a screen in basketball. Any use of arms, elbows, legs or body to initiate contact during an offensive play is considered illegal.

Fumbles

Any fumble, lateral or forward pass that is intercepted or caught in the air may be considered a turnover. Any time a loose ball touches the ground during a play from scrimmage, (excluding incomplete forward passes) the ball is automatically downed there.

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 player may move beyond the line of scrimmage before 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 and no fake punts. 

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, and the ball subsequently touches the ground). 

Delay of Game

The ball must be put in play with a legal snap within 25 seconds of the ready-for-play whistle. The player receiving the snap must be at least two yards behind the line of scrimmage. The ball must be snapped with a quick, continuous motion. If the ball is snapped before the Referee whistles the ball ready for play, it is considered a delay of game. 

Line-to-Gain

Each team will have a series of four downs to score. 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 zone 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 legal motion (parallel to or away from the line of scrimmage). 
Illegal Shift: When two or more offensive players are in motion when the ball is being snapped. 

False Start

Any action by the offense that simulates the start of the play, including jumping, flinching, or other movement, is illegal.
Stripping 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. There will be cones that designate both the offensive and defensive lines of scrimmage. 

Encroachment

Neither team may penetrate the neutral zone prior to an imminent snap, punishable by a five-yard penalty. Note: There is neither a ”get-back” rule nor a “free play” rule. The ball is dead immediately. 

Passing/Receiving

All players are eligible to receive a pass. Only one forward pass is allowed per play. Any number of 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. 

Scoring:

  • Touchdown = 6 points 
  • Safety = 2 points 
  • Try option #1 = 1 point (from 3 yards) 
  • Option #2 = 2 points (from 10 yards) 
  • Option #3 = 3 points (from 20 yards)
  • Interception = 2 points and possession  

A team is given one choice (one, two or three points) for their “try” attempt. The declared point value will remain the same even if penalties move the ball closer or farther from the goal. A team’s “try’ attempt choice can only be changed by taking a time out before the try is attempted. A change of possession during a try causes the play to become dead. 

Securing the Flag Belt

The defensive player must not tackle, block, trip or hold the ball carrier while attempting to deflag 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 by a defensive player. If it falls off for any other reason, the play continues. It will become a one-hand touch on the offensive player without the flag. 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.  

 

Flag Guarding

Runners shall not interfere with an opponent’s attempt to pull the flag belt by using their hands, arms, body or the ball to cause contact between the runner and an opponent that denies the opponent the opportunity 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 for a line to gain or endzone, but may not initiate any contact with an opposing player with their dive.  

Inadvertent Whistle

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

Summary of Penalties 

Loss of 5 yards

  • Failure to wear required equipment 
  • Illegal forward pass, including intentional grounding (also loss of down). 
  • Infraction of protected scrimmage kicks, 
  • Snap receiver within 2 yards of line of scrimmage. 
  • Illegal Substitution. 
  • Illegal Procedure. 
  • Delay of Game (Dead Ball Foul). 
  • False Start (Dead Ball Foul). 
  • Encroachment (Dead Ball Foul). 
  • Illegal Snap (Dead Ball Foul). 
  • Illegal Motion.
  • Illegal Shift. 

 

Loss of 10 yards 

  • Illegal Contact.
  • Kick catch interference.
  • Forward pass interference
  • Illegally secured flag belt on touchdown (loss of down).
  • Unsportsmanlike Conduct
  • Tackling. (Disqualification)
  • Illegal Equipment
  • Roughing the passer (automatic 1st down).
  • Stealing, striking, or attempting to steal the ball.
  • Flag Guarding.
  • Hurdling any player.
  • Illegal Kicking.
  • Illegal Participation.