Eligibility

  1. In order to be eligible to participate in intramural activities, players must be current UMass Lowell students enrolled in one or more credit hours and pay all applicable UMass Lowell fees. Full-time Faculty/Staff members are also eligible.
  2. All participants must present a valid UMass Lowell ID prior to participation in any intramural activity.
  3. A player may only play for one team in each division. A new player can be added to a roster at the beginning of a game if he or she does not appear on another teams roster or is not a member of a varsity team in that sport.
  4. Team captains and players are responsible for checking their eligibility status.

Equipment

  1. Game balls will be provided by the Office of Campus Recreation.
  2. If teams wish to warm up, they must provide their own ball.
  3. Clothing:
    • No street clothes (jeans, button shirts, dress pants, hard soled shoes, etc… may be worn.)
    • Only sneakers, turf shoes, or molded rubber cleats may be worn. No metal or screw-in cleats allowed.
    • Teams must wear matching colored shirts. Matching pinnies may be checked out from the supervisor on duty.
    • Shirts must be worn and tucked in, no "shirt & skins."
    • No pads, splints, casts, etc…may be worn. A knee brace or necessary protective device may be worn if there is no exposed metal.
    • Players must remove all jewelry prior to participation.
  4. Each player must wear the flag belts provided by Campus Recreation.

Illegal Equipment:

  • Jewelry of any kind
  • Pads or braces worn above the waist
  • Leg or knee braces made of hard, unyielding material.
  • Shoes with metal cleats
  • Headgear except for sweatbands. No HATS!
  • Pants or shorts with pockets or belt loops

If at any point a player is caught wearing metal cleats or caught tying a flag belt illegally they will be ejected from the game immediately. They will have to meet with the Intramural Coordinator before they may participate in another Intramural function.

PENALTY: Illegal Equipment. Ten yards and the player must leave the game to correct illegal equipment.

Number of players:

Two teams consisting of seven players each will play the game (Co-Rec is 8 – 4 men and 4 women). A minimum of 5 players must be present to avoid a forfeit (Co-Rec is 6).

The offense must have at least four players on the line of scrimmage prior to and while the ball is being snapped. The quarterback must be a minimum of two yards behind the center in order to receive the snap. The defensive team may have players in any formation. All players and coaches on the sidelines must stay between the 20-yard line markers and at least one yard behind the out of bounds lines.

Forfeits

  1. Forfeit time is ten minutes from the scheduled starting time of the contest.
  2. The game will begin when five players are present from the original roster. Additional players on the original roster may be added to the score sheet and enter the game as they arrive. For every minute that a team is late after the start time, one point will be added to the opposing team who has enough players to start. (For example, if your team is 4 minutes late, you will begin the game down 4-0.)
  3. In order to claim a forfeit, a team must have the minimum number of players present and ready to play. If neither team is able to field the correct number of players, a double forfeit will be declared.
  4. If a team or teams forfeits a contest due to:
    • Unsportsmanlike Conduct
    • No-Show for contest
    • Illegal players(s), etc…

Forfeits and poor conduct will affect the team's sportsmanship rating and may make them ineligible to participate in playoffs. If a team forfeits 2 contests, they will be dropped from further league competition.

The Game:

  1. Games shall consist of two halves of twenty minutes. The game clock will be stopped the last two minutes of each half on out of bounds, incomplete passes, penalties, etc… There will be a three-minute half time separating the first and second halves.
  2. The game clock will run continually through the first 18 minutes of each half. Exceptions to the running clock for injuries or other extenuating circumstances will be at the referee's discretion.
  3. During the last two minutes of each half, the clock will be stopped on every dead ball play. It will be restarted on the snap after time-outs, out-of-bounds, incomplete passes, and changes of possession. It will be started on the ready for play whistle, after the one–yard markers are set on all other plays.
  4. The ball must be put into play within the 25 second ready for play whistle, or the result will be a delay of game penalty.
  5. Time-Outs:
    • Each team is allowed one time-out per half. Unused time-outs do not carry over to the second half.
    • Time-outs can only be requested when the ball is dead and an official must grant the time-out.
  6. Scoring:
    • Touchdowns equal six points.
    • Point after attempts from the three-yard line will result in 1 point. Try's are un-timed downs during the last 2 minutes of each half. Safety equals two points.
    • Ball in play after a score:
      • Touchdown or safety – ball will be placed on 45 yard line with 1st and 15. NO KICKOFFS!

Overtime:

  1. A coin toss will be conducted with the winner having the choice of offense or defense.
  2. Each team will be given four downs in which to score from the twenty-yard line.
  3. Both teams will go in the same direction.
  4. When a team scores a touchdown, they receive an extra point attempt under the same previsions as during regulation play.
  5. If a pass is intercepted, it ends the offensive team's possessions, and cannot be advanced by the defending team.
  6. This procedure will be conducted until a winner has been determined.

Mercy Rule

The officials will end the game under the following circumstance:

  • If a team is 19 or more points ahead (Co-Rec 25 points) with 2 minutes left in the second half.

The Playing Field

The field shall be 45 yards in length, divided into 3 fifteen yard zones. Each 15 yard zone (30,15 yard marks) shall serve as a first down.

Game Rules/Definitions

  1. Coin Toss: A coin toss will be conducted prior to the beginning of the game. The team winning the toss will choose one of the following options:
    • Receive the ball
    • Defend the goal
    • Defer to the second half
  2. The team losing the toss will have the same choice of options at the beginning of the second half.
  3. The team that is selected for offense will receive the ball at the 45-yard line. It will be First Down; zone line to gain is the 30. THERE WILL BE NO MORE KICKOFFS! The team on offense will receive the ball on their 45-yard line to start the game as well as the second half. Also after any scoring the ball will be placed on the 45-yard line.
  4. On each play the ball will be put into play at the point in which the ball was downed, or on the closest hash mark.
  5. The offensive team must have a minimum of four players on the line of scrimmage. . The quarterback must be a minimum of two yards behind the center in order to receive the snap. The defensive team may have players in any formation.
  6. Motion:
    • Only one player from the offensive team may be in motion at the time of the snap. The player in motion must be moving parallel to or away from the line of scrimmage. Any number of offensive players may shift as often as desired, as long as they are set for one second prior to the snap of the ball. Any and all defensive players may shift and move prior to and at the time of the snap.
  7. No player may line up less than five yards from the sideline.
  8. If a team huddles, all players must be part of the huddle (no sleeper plays).
  9. Yardage and Downs:
    • The ball is declared dead and ends a down when:
      • The ball carrier is de-flagged.
      • The ball touches the ground, other than on a punt.
      • A ball carrier runs out of bounds.
      • Any body part of the ball carrier that touches the ground other than his/her feet or hands.
      • A ball carrier that inadvertently loses his/her flags is touched with one hand between the shoulders and the waist.
    • The offensive team has four downs to advance the ball into the next zone for a first down or into the end zone for a touchdown.
    • If yardage is lost and the offensive team is move back over a previously crossed zone line, crossing the same line again will not result in a first down (double stakes).
  10. Passing:
    • Forward passes may be made from anywhere behind the line of scrimmage. Only one forward pass may be attempted per down. At any point you may hand or throw the ball backward, there is no limit to the number of backward passes attempted per down.
    • Every member of the offensive team is eligible for a pass.
    • The passes become eligible to catch his or her own pass one the ball is touched by a defensive player.
    • For a pass to be complete or intercepted, the receiver or interceptor must establish themselves in bounds (one foot, one body part touching in bounds before touching out of bounds).
    • An incomplete forward pass is returned to the previous spot for the next down or change of possession after the fourth down.
    • Incomplete backward passes will be dead at the point where the ball touches the ground.
    • An intercepted pas may not be thrown forward, only backward.
  11. Blocking
    • There is no contact of any kind allowed in flag football. Screen blocking is the only legal form of blocking as defined as:
      • Obstructing an opponent without any physical contact between the offensive and defensive players, only the most accidental contact which does not provide an advantage will be tolerated!
    • Offensive players must be in an upright position. No three or four point stances.
    • Offensive lineman must keep their hands at their sides or behind their backs. No arm extension either forward or to the side will be allowed.
  12. Defensive Use of Hands- Defensive lineman must go around offensive lineman and may not make contact! (i.e. push them out of the way, charge them).
    • Defensive players may not:
      • Dive or leave their feet to remove a flag.
      • Hold, push or pull the ball carrier when taking a flag.
      • Push a ball carrier out of bounds to stop his or her progress.
      • Initiate contact with the quarterback when trying to break up a play (i.e. hit his/her arm, run into the quarterback).
  13. Downing the Ball:
    • When a defensive player deflags a ball carrier, he/she should hold it up so officials and players can see that play has ended.
    • If a runner intentionally loses his/her flags while running or receiving the ball, he/she must be touched anywhere between the shoulders and the waist by a defender to be downed.

Punts

THERE IS NO PUNTING

Fumbles

All fumbled balls touching the ground are immediately dead. The ball is put into play at the spot where the ball hits the ground. In the case where the ball is fumbled forward, the ball is put into play at the spot where the player lost possession of the ball.

The ball is also dead when:

  1. The center snaps the ball and it hits the ground before it reaches the quarterback.
  2. A lateral or backward pass hits the ground.
    • A fumbled ball by the offensive team in their own end zone constitutes a safety. If a ball carrier fumbles the ball forward and it lands in the opponent's end zone, the result is a touchback with the opposing team receiving the ball at their twenty-yard line.

Player Disqualification

A player will be ejected for the following:

  1. Two unsportsmanlike conduct penalties in the same game.
  2. Any act which, in the official's judgment, is intended to injure another player.
  3. Throwing a punch at ANYONE (whether it connects or not).
  4. Contact with an official.
  5. Any other act deemed severe enough by the official (i.e. extreme or extended use of profane language).

An ejected player must leave the game site after filling out paper work with the supervisor on duty. If the person being ejected fails to leave then the game will result in a forfeit. Any person ejected will be suspended automatically for one week and must meet with the Intramural Coordinator before he/she may participate again.

Penalties

*All of the following infractions will result in a five-yard penalty.

Delay of Game

  1. Failure to put the ball in play within twenty-five seconds after the ball is ready to play.
  2. Putting the ball in play before it is declared ready by the officials.
  3. Failure to kick the ball immediately after receiving the snap on a protected scrimmage kick.

Illegal Procedure

  1. False Start
  2. Illegal snap
  3. Kick of out of bounds
  4. Receiving a snap within two-yards of the line of scrimmage.

Encroachment

After the center has placed his/her hands on the ball, it is illegal for any player to enter the neutral zone.

Illegal Motion

One offensive player may be in motion at the time the ball is snapped. The player in motion must be moving parallel to or away from the line of scrimmage.

Illegal Formation

An offensive team that does not have four players on the line of scrimmage to begin a play.

Illegal Time-Out

When a time out is asked for, by a team, and they have none remaining

Illegal forward Pass

  1. The passer's foot is beyond the line of scrimmage.
  2. A pass thrown after a possession change.
  3. A passer catches his/her untouched pass.
  4. There is more than one forward pass per down. (This penalty also includes a loss of down).

Intentional Grounding

Throwing the ball out of bounds or throwing the ball away to avoid a loss of yardage. (This penalty also includes a loss of down).

ALL OF THE FOLLOWING INFRACTIONS WILL RESULT IN A TEN-YARD PENALTY:

  1. Fair catch interference:
    • The kicking team may not obstruct the path of the receiver of the kick regardless of whether the receiver has or has not signaled for a fair catch. (Ten yards and repeat fourth down).
  2. Illegally Secured Flag Belt:
    • A flag belt that is secured in any manner other than the way it is intended to be secured. (Also includes loss of down and player ejection).
  3. Illegal Contact:
    • Any contact, a player may not hold, push, or knock the runner down in attempt to remove the flag belt.
  4. Roughing the Passer:
    • Defensive players must make a definite effort to avoid charging into the passes after it is clear the ball has been thrown. (Includes automatic first down).
  5. Illegal Participation:
    • To many players on the field. Playing a disqualified player.
  6. Unnecessary Roughness:
    • Tripping, handling, tackling, contact after the ball is declared dead, any contact with fists, forearms, or hands. (Includes disqualification if the act is flagrant.)
  7. 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. Examples of flag guarding include, but are not limited to:
      • Placing or swinging the hand or arm over the flag belt.
      • Placing the ball in possession over the flag belt.
      • Lowering the shoulders in such a manner that places the arm over the flag belt.
  8. Defensive Pass Interference:
    • On a legal forward pass beyond the line of scrimmage, defenders may not interfere with an eligible receiver. This includes deflagging a receiver before he/she has touched the ball. (Includes automatic first down.)
  9. Offensive Pass Interference:
    • Interference or contact that interferes with a defenders' right for the ball. (Includes loss of down.)
      • With regards to pass interference, both offensive and defensive players have an equal right to the ball.
  10. Playoffs:
    • All teams completing the regular season with a 3.5 sportsmanship rating or better to be eligible for playoffs. Individuals must have been listed on the team's roster for at least one (1) regular season contest in order to be eligible to play in the playoffs.

Summary of Penalties

5-yard penalties

  • Delay of game
  • False Start
  • Unfair tactics
  • Putting the ball in play before declared ready by the referee
  • Exceeding 25 second count
  • Receiving snap within 2 yards of scrimmage line
  • Intentionally throwing backward pass, fumble out of bounds
  • Helping the runner
  • Encroachment
  • Illegal Procedure
  • Illegal Snap
  • Illegal motion
  • Illegal Shift
  • Not enough people on the line of scrimmage
  • Illegal forward pass (loss of down)
  • Co-Rec – Illegal advance by a male runner
  • Substitution infraction

10-yard penalties

  • Offensive pass interference (loss of down)
  • Defensive pass interference (1st down)
  • Illegally secured belt (player ejected)
  • Unsportsmanlike conduct
  • Flagrant unsportsmanlike conduct of coaches, players or fans (player disqualified)
  • Steal, bat, or attempt to steal the ball fro a runner
  • Contact with opponent on ground
  • Throwing runner to ground (player disqualified)
  • Contact before or after the ball is dead
  • Purposely tackling a runner (player disqualified)
  • Illegal blocking
  • Obstruction of runner (holding)
  • Wearing illegal player equipment during a down (unsportsmanlike conduct)
  • Hurdling
  • Illegal contact
  • Roughing the passer (1st down)
  • Flag guarding (from spot of infraction)
  • Illegal participation
  • Kick Catch Interference