Situations not directly covered or implied by these rules shall be governed by the current National Intramural-Recreational Sports Association (NIRSA) Flag and Touch Football Rules.
A team may start a contest with as few as six (6) players.
C.
Players/participants must present a league card and/or a valid University of California, San Francisco Student ID, UCSF Employee ID, Fitness & Recreation Membership ID or a Drivers License with picture ID will be accepted before each contest in order to participate. Picture identification checks occur before every Intramural Sports contest. Failure to provide an acceptable form of identification will result in not being able to participate in Intramural sports that day. Absolutely no exceptions will be made.
D.
All Non-members and General Public Participants must have an ID to participate in UCSF Recreational Sports Leagues.
If a team does not meet the minimum number of eligible players 10 minutes after the scheduled game time, that team will receive a forfeit.
B.
If neither team has the minimum number of eligible players to start or finish a game, both teams shall receive a forfeit.
C.
Teams that forfeit a contest without giving at least
24 hours notice to the Recreational Sports Staff will be charged
a forfeit fee. This is to ensure that all teams have an opponent
each week.
D.
The team which forfeited will receive a 3 as their SOG rating. The SOG rating will be changed to a 4 once the forfeit fee is paid. If a team did give notice, they will receive a 4.5 SOG rating for the match.
E.
The forfeit fee is $30 per forfeit. Forfeit fees
must be paid at the Fitness & Recreation Service Desk before the team's
next match (usually 7 days) or else they will not be allowed
to play their next scheduled match.
F.
A second forfeit within the same sport may result in that team being dropped from league play and an additional forfeit fee charged.
Each team is allowed two one-minute time outs during the game.
Time-outs can be requested only when the ball is dead and the time-out must be granted by the official.
D.
If a game is tied at the end of regulation play, a one-round tiebreaker will be conducted.
E.
During the last minute of the game: the clock will stop for incomplete passes, penalties, out of bounds, change of possession, scoring (including PAT).
A coin toss will be conducted prior to the beginning of the game.
B.
The team winning the coin toss shall have a choice of options for the first half or shall defer the option to the second half. The options for each half are:
To choose whether to kick or receive.
To choose the goal to defend. The team not having the first choice of options for a half, shall exercise the remaining option.
C.
The ball shall be put in play at the beginning of the game and the beginning of the second half, with a free kick from the kicking team's 30 yard line.
The offensive team must have a minimum of four players on the line of scrimmage prior to the snap.
After the ball is put in play by the official, the offense has 25 seconds to initiate the play (snap the ball).
One offensive player may be in motion parallel to the line of scrimmage prior to the snap.
A player who lines up as a lineman may go in motion provided four players are left on the line of scrimmage.
All players (including defense team) who take part in a play must come within 15 yards of the ball prior to the snap of the ball (No "sleeper" plays.)
An offensive player may not dive toward or over players to gain yardage or score. (the only exception to this is when a player dives or jumps towards the goal line)
B.
Yardage and downs
The ball is declared dead and ends a down when:
the ball carrier loses his/her flag.
the ball is carried out of bounds by the ball carrier.
an attempted pass is incomplete.
either knee of the ball carrier touches the ground.
a fumbled ball strikes the ground. Exception: see Section MUFFS AND FUMBLES.
The offensive team has four (4) downs to advance the ball into the next zone and gain a first down.
If yardage is lost and the offensive team is moved backwards over a previously crossed zone, crossing the same line again will not result in a first down.
C.
Passing
Forward passes, those toward the line of scrimmage, may be made from anywhere behind the line of scrimmage.
Lateral or backward passes may be made anywhere on the field. There is no limit to the number of lateral/backward passes attempted per down.
Every member of the offensive team is eligible to receive a pass.
The passer becomes eligible to catch his/her own pass, which has been deflected by a defensive player.
An offensive player is eligible to catch a forward pass, which has been deflected by a defensive player.
For a pass to be complete or intercepted, the receiver or interceptor must establish ball control and have at least one foot in bounds. NOTE: The sidelines are considered out-of-bounds.
An incomplete forward pass will return to the previous line of scrimmage for the next down.
An intercepted pass may not be thrown forward by the interceptor, only laterally or backward.
D.
Blocking
All blocking shall be made within the blocking zone. The blocking zone is defined as that area extending across the field from the line of scrimmage toward the offensive team's backfield. Offensive blockers must have their hands at their sides or behind their backs, and cannot initiate contact. Defensive players attempting to rush the line and the quarterback must have their hands at their sides and not initiate contact. Defensive players anywhere on the field must not initiate contact and may only go for the flag.
We recommend two methods for achieving this:
Clasp hands behind the back and not let go.
Grab hold of their own shirt at the waist and not let go.
Either is acceptable. If a player chooses to grab his/her own shirt they should be aware that the elbows will be freer and could initiate contact more easily than the other method, and could be penalized.
A defensive player must not approach so close to an opponent that the opponent cannot avoid contact. A player must not charge an opponent; a player must go around.
There will be incidental contact between players. Official's judgement will be used to determine if contact was intended or occurred so as to gain an advantage.
E.
Ball carrier or runner
The ball carrier shall not guard his/her flags, including holding the ball in the way, slapping, striking, or straight-arming an opponent in an attempt to prevent the defense from deflagging the ball carrier.
A ball carrier shall not "run through" a defensive player.
Spinning is allowed.
The ball carrier should hold the ball up in the air when an opponent attempts to pull the flag to prevent being called for flag guarding.
F.
Defensive use of hands
Defensive players may not hold, push or pull the ball carrier when taking the flag.
A defensive player may not push a ball carrier out of bounds to stop his/her progress.
When rushing the passer, the defensive player may block the pass or take the flag, but shall not initiate physical contact to break the play (i.e., run into the passer, hit the passer's arm, etc. . . )
Tackling is strictly prohibited. If a defensive player tackles a ball carrier that, in the judgement of the official had an open field for a touchdown, A TOUCHDOWN SHALL BE AWARDED. The defensive player(s) shall be disqualified and a 15-yard penalty shall be enforced on the ensuing kickoff. The tackler will also be ejected.
G.
Downing a ball carrier
When a defensive player pulls a flag, he/she should hold it up so the officials and other players can see the play has ended.
If a runner unintentionally loses his/her flags while running or receiving the ball, he/she must be touched anywhere between the shoulders and waist by a defender to be downed. A one-handed tag is sufficient.
Kickoff will be from the 30-yard line of the kicking team. Only the kicker may run until the ball is kicked.
In the event of a safety, the team that was downed in their end zone will conduct a free kick from their own 30-yard line.
B.
Scrimmage Kick (Punts or Quick Kicks)
Quick kicks will not be allowed. A punt must be declared by the offensive team to the officials and may be made during any down. When declared, the ball must be kicked while both teams have a minimum of three players on the line of scrimmage. The punter has five seconds to kick after the ball is snapped. The punter can field a muff as long as he gets the kick off in the five seconds allowed. If the kick is not made within five seconds of the snap, the ball is dead at the spot when the whistle is blown. The defensive team must stay on their own side of the line of scrimmage until the ball is kicked. There shall be no blocking on a declared punt or on the return. The kicker must be at least five yards behind the scrimmage line when receiving the snap, and then must kick the ball immediately.
A fumbled ball or muff, which strikes the ground, becomes dead at that spot and belongs to the last team in possession unless lost on downs. EXCEPTION: The punter/punt returner may field a muff that occurs from a snap or from a punt.
B.
When the ball strikes the ground on a punt, it may be played by the team receiving the punt. If someone from the punting team touches the ball after it has been punted it is dead at that spot.
When an illegal forward pass is thrown (including intentional grounding), the penalty is enforced from the line of scrimmage. EXCEPTION: If a ball is intentionally grounded in the end zone, the offended team receives a safety.
B.
Inadvertent whistle: a live ball becomes dead when an official inadvertently sounds the whistle. If an inadvertent whistle occurs while:
The ball is in player possession, the team in possession may elect to put the ball in play where it was declared dead or replay the down.
The ball is lost from a fumble or backward pass, the team in possession may elect to put the ball in play where possession was lost or replay the down.
A legal forward pass, snap, or kick is in flight, the ball is returned to the previous spot and the down replayed.
NOTE: If a foul occurs during any one of the above downs, an accepted penalty shall be administered as in any play. When a penalty is accepted, disregard the inadvertent whistle.
C.
Bump and run defense is strictly prohibited.
D.
Two forward passes may not be made in the same play.
Overtime games shall be started with a coin toss. The winner of the toss shall be given options of offense, defense, or choice of goal. Both teams will go the same direction.
B.
Unless moved by a penalty, each team will start
first and goal from the Team B 20-yard line. The goal line shall
be line to gain in overtime. The object will be to score a touchdown.
During the regular season only one set of downs per team will
be allowed. If the score is still tied, the game will be declared
a tie. During playoffs, if additional overtimes are needed,
the team captains will alternate their choices from the original
coin toss. If the defense intercepts and returns it for a touchdown,
they win. If the defense does not return the ball for a touchdown,
the next team takes over unless the period is over.