This is the 7v7 and 8v8 Mixed-Rec Flag Football Handbook (View bottom of page for 4v4 modifications).
The game will be governed by the most current edition of the NIRSA Flag & Touch Football Rules Manual, with the following modifications.
Team Composition
- Players can compete on one team per league.
- Each team consists of seven (7) players.
- (Mixed-Rec) For Mixed-Rec play, each team will consist of eight (8) players with a maximum of four male players on the field.
- Five (5) players must be present for a game to begin.
- 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 of the half shall be:
- To choose whether their team will be on offense first or defense first.
- To choose the goal their team will defend.
- The captain, not having the first choice of options for a half, shall exercise the remaining option.
Periods & Time Factors
Game Timing
- Games will consist of (4) ten-minute quarters, with a three-minute halftime period.
- The clock will run continuously unless a team requests a time out, except in the last minute of the 4th quarter.
- During the last minute of the 4th quarter, the clock will stop as per NFHS/NCAA rules.
- A team will have three 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 (Playofffs)
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 20 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 20 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 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 20 yard line to begin their series of 4 downs. If the score is still tied after one series of downs, repeat as above until one team wins.
Time Outs & Conferences
Charged Time-Outs: Each team is entitled to three 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.
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, or loses consciousness must have written approval from an appropriate health care professional before they are permitted to participate in another game.
The Start of the Game
- Each half shall start with a snap from the 14 yard line.
- 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.
Uniforms, Players, & Equipment
All players must be dressed in the same or similar uniform. Teams are required to bring a WHITE and a dark shirt. (Navy blue, dark green or black.)
Equipment
A valid Tulane ID card must be used to check out equipment. Each player must wear the flag belts provided by Campus Recreation. All Flag belts 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.
Metal cleats are illegal. Players may not participate in sandals, boots, dress shoes, or in bare feet. Players wearing illegal shoes will be disqualified.
No belt loops or pockets on any form of pants will be allowed. Players can not tape pockets, belt loops, numbers on shirts etc. Players can not wear pockets with zippers.
*ABSOLUTELY NO JEWELRY WILL BE ALLOWED.* (Medical Alert Bracelets must be secured with tape or a legal wristband).
Footballs
Teams should provide their own official-size football (Note: Mixed-Rec teams may also use a youth, junior, or intermediate ball). The team in possession is always responsible for retrieving the football during play.
The Game
Field Dimensions
All games will be played on a 100-yard long x 40 yards wide field, with two, ten-yard end zones.
Blocking
All 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, legs or body 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.
Pass Rush
All defenders are eligible to rush the offense outside of punting scenarios. A defensive rusher may not use their arms, hands, or body to initiate contact with a blocker. The defense must make an effort to get around the offensive blocker.
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).
Fumbles
Any fumble, lateral or forward pass that is intercepted or caught in the air may be advanced. Any time a loose ball touches the ground during a play from scrimmage, (excluding incomplete forward passes) the ball is automatically downed there.
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 delay of game.
Line-to-Gain
Each team will have a series of four downs to advance the ball beyond the zone line-to-gain. 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).
False Start
Any action by the offense that simulates the start of the play, including jumping, flinching, or other movement, is illegal.
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. 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)
- Try Option #2 = 2 points (from 10 yards)
- Try Option #3 = 3 points (from 20 yards)
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 his or her dive.
Down by Contact
A runner or receiver is down if any part of their body touches the ground other than hands, feet, or ball while held in possession.
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.
Mixed-Rec Rules Summary
The Game
The game shall be played between 2 teams of 8 players. Teams may have no more than 5 male players on the field for any given down. 6 players are required to start a game and avoid a forfeit.
Male Runner (Mixed Rec Only):
A male runner cannot advance the ball through Team A’s scrimmage line.
Illegal Reception
- The term “closed” means a male player may NOT throw a legal forward pass completion to any other male player. The term “open” means any player can complete a legal forward pass to any other player.
NOTE: All illegal forward pass fouls are classified as fouls during a running play. Thus, illegal forward passes do not change the “open/closed” status of a down. - The first down of each half or overtime possession shall be “open.” The first down of a new series following a team change of possession shall be “open.”
- If the crew of officials erroneously indicate the “open/closed” status of a down, the play is nullified and the down will be repeated.
- During the offensive team’s possession there may not be 2 consecutive legal forward pass completions from a male passer to a male receiver. This Rule applies to the Try.
- If a male passer completes a legal forward pass to a male receiver, the next legal forward pass completion must involve either a female passer or female receiver for positive yards.
- There is NO foul for a female receiver being deflagged/tagged behind the Team A scrimmage line. The next legal forward pass completion remains “closed.”
- A legal forward pass caught jointly by male and female teammates is considered a female reception.
- There are no other restrictions concerning a male passer completing legal forward passes to a female receiver, or female to female, or female to male.
- If a male receiver catches a pass from a male passer on a closed play, it is a foul for illegal male reception. Whether the penalty is accepted or declined, the next down shall remain closed.
Penalty
Illegal Male Reception: 5 yards from the previous spot, and a loss of down.
The Ball
The regular, intermediate, youth or junior ball size football may be used.
Penalty Summary
Loss of 5 Yards Summary
- 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 Summary
- 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 participation.
4v4 Rules Modifications
Teams
Teams consist of four players per side. At least three players must be present and on the field throughout the game.
The Field
The 4v4 flag football field is approximately 37.5yds long, divided into two equal halves, with two end zones of 5yds in length, and 20yds wide.
Playing Equipment
All equipment rules from the 7v7 game apply. Players with pockets (including zippers), belt loops, etc. will NOT be allowed to participate.
Start of a Half
Each half shall begin with a snap from the team in possession's 5-yard-line.
Game Timing
All games will consist of two 15-minute halves, running clock. During the last minute of the second half, the clock will operate as per NFHS/NCAA timing rules. Each team receives two timeouts per half.
Line to Gain & Downs
Each team will receive three downs to advance the ball beyond the zone-line-to-gain. The line-to-gain is the zone line in advance of the ball at the start of a series of downs - either midfield or the goal line.
Neutral Zone
The defensive team is forbidden to cross the neutral zone until a forward pass has been thrown, i.e. they may not rush the passer. (Illegal Advancement)
Passing (Requirement)
The offensive team is required to attempt a forward pass that crosses the line of scrimmage on every down. The offensive team will be allotted 7 seconds from the snap to attempt this forward pass. If the offense fails to meet this requirement in some way (7 seconds elapses without a forward pass thrown), the down is ended and the ball will next be put in play at the previous spot (i.e. the down counts, but there is no yardage penalty). If a player runs the ball across the line of scrimmage prior to a completed forward pass beyond the line of scrimmage, a penalty for illegal advancement has occurred.
Forward and Backward Passes
Only one forward pass may be attempted per down. Any number of lateral/backward passes may be attempted at any time. After a legal forward pass has crossed the line of scrimmage, the ball may be freely carried behind/beyond the line of scrimmage for the remainder of the down.
Scoring
Touchdowns and safeties score as usual. After a touchdown, the offense may elect for either a try for 1 point (from the three-yard-line) or a try for 2 points (from the ten-yard-line).
Punting
There is no punting in 4v4 flag football. Teams must "go for it" on 3rd down.
Penalty Enforcement
All penalties from the 7v7 game continue to apply. Penalty distances are reduced from 5- and 10-yards to 3- and 5-yards.
Starting New Possession
Teams will receive the ball at the 5-yard line to start new series following a score or start of a half. If change of possession is due to a turnover on downs, interception or fumble; the new offense will start new series at the end of the run.
Summary of Penalties
Loss of 3 yards:
- Failure to wear required equipment
- Illegal Forward Pass, including intentional grounding (also loss of down).
- Illegal Advancement
- 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.
- Illegal Advancement.
Loss of 5 yards:
- Illegal Contact.
- Pass interference
- Illegally secured flag belt on touchdown (loss of down).
- Unsportsmanlike Conduct.
- Tackling. (Disqualification)
- Spiking, kicking, throwing, not returning ball to the official.
- Roughing the passer (automatic 1st down).
- Stealing, striking, or attempting to steal the ball.
- Flag Guarding.
- Hurdling any player.
- Illegal Kicking.
- Illegal participation.