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Flag Football
I. Equipment
  • Balls - It is recommended that an official size football will be used for all divisions. Each team must provide an official size leather/composite leather covered football which is properly inflated.
  • Uniforms - Shall be each team's choice as long as it does not include any hard or unyielding surface. All members if the same team should wear the same color jersey. Jerseys must be tucked in. No jewelry may be worn on a players hands, writs, or arms. 
  • Shoes - Any flat soled, completely molded cleat shoes and removable cleats are acceptable. Baseball or track spikes or any shoes that have steel or metal tips are prohibited. All player must wear shoes. 
  • Protective Equipment - Therapeutic or prevention knee braces can be used if covered from direct external exposure. 
II. Players and Substitutions
  • Rosters - Once a listed team member has participated in a game, he or she may not change teams
  • Players - NIRSA flag football is 8 players with everyone eligible. A minimum of 5 is needed to avoid a forfeit. . If a team has to drop below its starting number due to an ejection the game will be ruled a forfeit. Substitution - There will be free substitution
  • Substitution - There will be free substitution
  • Players Behavior - Any verbal badgering of officials or derogatory language between opposing teams after officials have asked once for team captain's control can result in player or players involved in action being disqualified.  First derogatory action or language will be penalized 10 yards and the captained warned.  Second derogatory action or language will cause players to be disqualified plus 10 yards and player(s) will be suspended for a minimum of one game. Sideline player are subject to the  disqualification. 
    *NOTE: The official has the power to eject a player at any time*
III. NIRSA Rules
  • All participants are required to complete a waiver of liability form each season. All participants in recreational sports activities assume the risk of injury. The Gilruth Center and its employees shall not be liable for injury to person, loss or damage to personal property arising from or in any way resulting from participation in the Gilruth Flag Football League.
  • Flag Football rules will be conducted under the NIRSA laws of the game with the following additions, exceptions, and clarifications. If you have any further rules questions, please contact Terence Davis @ 281-483-2714.
  • Captains are required to read the general Rules and Eligibility.
    REMINDER: Game officials will be strictly enforcing the NIRSA policy regarding illegal equipment, specifically shorts with pockets. You will NOT be allowed to participate in a game if your shorts have any pockets!
  • For clarification, illegal equipment consists of:
    • Headwear containing any hard, unyielding, stiff material, including billed hats, or items containing exposed knots.
    • Jewelry.
    • Pads or braces worn above the waist.
    • Shoes with metal, ceramic, screw-in, or detachable cleats. EXCEPTION: Screw-in cleats are allowed if the screw is part of the cleat.
    • Shirts or jerseys that do not remain tucked in. Any hood on a coat, sweatshirt, or shirt that does not remain tucked in.
    • Pants or shorts with any belt(s), belt loop(s), pockets(s), or exposed drawstring(s).
    • Leg and knee braces made of hard, unyielding material, unless covered on both sides and all edges overlapped.
    • Any slippery or sticky foreign substance on any equipment or exposed part of the body.
    • Exposed metal on clothes or person.
    • Towels attached at the player's waist.
  • NUMBER OF PLAYERS: Each team should start the game with 7 players( 8 coed); a minimum of 5 (6 coed) is needed to avoid a forfeit. A player may play on only one team per sport. Please check the Rules of Eligibility for all other rules concerning League Sports.
  • GAME TIME: Forfeit time is game time. If a team cannot field a team at the start of the 1st game, it shall have a 10-minute grace period to get the minimum number of players to start a game.  A 5 minute grace period is in effect for all other games. Teams MUST begin play as soon as the minimum number of players is present.
  • COIN TOSS: A coin toss will determine who shall receive the choice of possession or side at the beginning of the game. The captain of the winning team shall have choice of options for the first half or shall defer his/her option to the second half. The option for each half shall be:
    • To choose whether his/her team will start on offense or defense.
    • To choose the goal his/her team will defend. The captain, not having the first choice of options for a half shall exercise the remain unchanged.
    If only one team is ready to play at game time, they will automatically have the choice. In the case of overtime, there will be a 3-minute intermission prior to starting overtime.
  • LENGTH OF GAME: Playing time shall be 40 minutes, separated into two halves of 20 minutes. Half-time shall be 5 minutes. There will be a running clock for the entire first half, and the first 18 minutesj of the second half.
    It will run continuously for the entire first half and the first 18 minutes of the second half unless it is stopped for a:
    • Team time out-starts on the snap
    • Referee's time out-starts on the ready for play
    The last 2 minutes of the second half will follow NIRSA timing rules (similar to NCAA Football).
    During the last 2 minutes of the second half the clock will stop for a:
    • Incomplete legal or illegal forward pass-starts on snap
    • Out of bounds-starts on snap
    • Safety- starts on snap
    • Team time out- starts on snap
    • First down - depends on previous play
    • Touchdown - starts on snap (After the try)
    • Penalty and administration- depends on previous play(exception: delay of game- starts on snap
    • Referee's time out- starts on his/her discretion
    • Touchback- starts on snap
    • Team A is awarded a new series- depends on previous play
    • Team B is awarded a new series - starts on snap
    • Either team is awarded a new series following a legal kick- starts on snap
    • Team attempting to conserve time illegally - starts on the ready
    • Team attempting to consume time illegally - starts on snap
    • Inadvertent whistle - starts on the ready
    • First touchdown on a free kick and ball strikes ground - starts on snap
  • DELAYS: The ball shall be put into play promptly and legally and any action or inaction by either team, which tends to prevent this, is delay of game. This includes:
    • Failure to snap or free kick within 25 seconds after the ball is declared ready for play
    • Putting the ball in play before it is declared ready for play
    • Deliberately advancing the ball after it has been declared dead. Penalty: Dead Ball Foul, Delay of Game, 5 yards from the succeeding spot
    Note: The referee may order the game clock to start or stop whenever, in his/her opinion, either team is trying to conserve or consume playing time by tactics obviously unfair. Penalty Delay of game, 5 yards
  • MERCY RULE: If a team is 19 points or more ahead (25 points in Co-ed) when the Referee announces the two-minute warning for the second half, the game shall be over. If a team scores during the last two minutes of the second half and that score creates a point differential of 19 or more points (25 points in Coed), the game shall end at that point.
  • OVERTIME (TIE GAME): If the game score is tied after regulation time, then a coin toss will determine who will get the ball & side. The home team shall call the toss. If additional overtime periods are needed to decide the outcome of the game (more than first overtime), captains shall alternate choices. Each team will have the chance to score in series of four downs from the 10 yard line. If the score is still tied after each team has had a try (including extra point attempts), a second series is played, and so on until a winner is determined. (Exception: Regular season games will end in a tie if teams are tied after the third series).
  • FREE KICK: There will be no free kicks, only punting.
  • PUNTING: Quick punts are illegal. On fourth down the Referee must ask the Offensive team if they want a protected scrimmage kick. Once the offense has declared their choice, the Referee will inform the Defense of the offense's choice. The only way the Offense can change their decision is to call a time-out, or if a foul occurs anytime prior to or during the down and the down is to be replayed. The kicking team must have all of its players, except for the punter, on the line of scrimmage. No kicking team players may move until the ball is kicked. There are no restrictions to the number of players the defensive team must have on the line. Defensive players MAY NOT attempt to block the punt. If a punt crosses the scrimmage line and touches a player from either team and then hits the ground, the ball is dead at that spot and belongs to the receiving team.
  • LINE OF SCRIMMAGE: The offensive team must have a minimum of 4 players (5 in Co-ed) set the line of scrimmage at the snap. Players in motion do not count as players on the line of scrimmage. Once the official has called LINE SET no offensive player (s) may enter the neutral zone. Following the ready for play whistle and until a legal snap, no defensive player may encroach, touch the ball, stand in, or in any other way interfere with the offensive team. Penalty - Dead Ball foul, encroachment, 5 yards from succeeding spot.
  • BACKWARD PASSES AND FUMBLES: Any ball that is fumbled during a down will be dead by rule once it has touched the ground. A backward pass or fumble may be caught or intercepted by any player inbounds and advanced. A player may not intentionally throw a backward pass out of bounds to conserve time or to avoid being downed. This will be penalized as an Illegal pass: loss of 5 yards, loss of down and the clock will start on the ready for play. Once a ball has touched the ground the ball is considered dead. Please note that the clock does not stop on a completed backwards pass
  • LEGAL AND ILLEGAL FORWARD PASSES AND INTERCEPTIONS: If a player is in the air attempting to catch a ball, the player must contact the ground with at least one foot in-bounds with the ball in their possession prior to going out of bounds, unless contact by an opponent causes the player to first touch out-of -bounds. If possession of the ball is lost simultaneously when they hit the ground, it is not a catch. If a forward pass is caught simultaneously by members of opposing teams, the ball is dead at that spot and belongs to the team that snapped the ball.
  • Legal Forward Pass: All players are eligible to touch or catch a pass. During a scrimmage down and before team possessions has changed a forward pass may be thrown provided the passer's feet are behind the scrimmage line(first ball spotter-orange) when the ball leaves the passer's hand. Only one forward pass can be thrown per down. NOTE: If in doubt, the passer is behind the scrimmage line
  • Illegal Forward Pass: A forward pass is illegal:
    • If the passer's foot is beyond the scrimmage line (first ball spotter-orange) when the ball leaves his/her hand
    • If thrown after the team possessions has changed during the down
    • If intentionally thrown to the ground or out-of-bounds to save loss of yardage
    • If passer catches his/her untouched forward or backward pass
    • If there is more than one forward pass per down
  • PASS INTERFERENCE: Any contact that, in the view of the official, interferes with the attempt to catch a pass beyond the scrimmage line(offensive or defensive player) is pass interference unless, in the view of the official, it occurs when two or more eligible receivers make a simultaneous and bona fide attempt to reach, catch, or bat a pass. It is also pass interference if an eligible receiver is de flagged or touched prior to touching the ball on a pass thrown beyond the offense's line of scrimmage.
  • Offensive Pass Interference: After the ball is snapped, and until it is touched, there shall be no defensive pass interference beyond the scrimmage line. Penalty: Offensive Pass Interference, 10 yards from the previous spot and loss of down.
  • Defensive Pass Interference: After the pass is thrown, and until it is touched, there shall be no defensive pass interference beyond the line of scrimmage while the ball is in flight. Penalty: Defensive Pass Interference, 10 yards from the previous spot, automatic first down.
  • If the pass interference by either player is intentional or un sportsmanlike, his/her team shall be penalized an additional 10 yards.
  • SCORING:
    Touchdowns = 6 points
    Extra Points = 1 point if successful from the 3 yard line
    Extra Points = 2 points if successful from the 10 yard line
    Extra Points = 3 points if successful from the 20 yard line
    Safety = 2 points
    Defensive Conversion on Extra Point Attempt = 3 points
    Once a team has made their choice on the extra point, they can only change their decision by taking a time-out.
  • SAFETY: If a player carries the ball across the goal line they are defending and the ball becomes dead while in their team's possession, it is a safety. If a team commits a foul in the end zone where the spot of enforcement is designated as the spot of the foul, it will be declared a safety. A team recording a safety will receive two points, and the ball shall be snapped by the scoring team at their own 15-yard-line, unless moved by penalty.

    Exception- Momentum Rule - When a player intercepts a forward pass or catches a scrimmage kick between their five yard line and their goal line and their momentum carries them into the end zone where the ball becomes dead, the ball will belong to the receiving team at the spot of the catch or reception.
  • PERSONAL FOULS: Any act listed below or any other act of unnecessary roughness is a personal foul. Players shall not :
    • Punch, strike, strip, steal, or attempt to steal the ball from a player in possession.
    • Trip an opponent.
    • Contact an opponent who is on the ground.
    • Throw the runner to the ground.
    • Hurdle another player.
    • Contact an opponent either before or after the ball is declared dead.
    • Make any contact with an opponent that is deemed unnecessary.
    • Deliberately drive or run into a defensive player.
    • Clip an opponent.
    • Position themselves on the shoulders of a teammate or opponent to gain an advantage.
    • Tackle the runner. (warrants ejection)
  • SCREEN BLOCKING: Legally obstructing an opponent without using any part of the body to initiate contact. Screen blocking shall take place without contact. The blocker shall have their hands and arms at their sides or behind their back. A screen blocker cannot use their hands, arms, elbows, legs or body to initiate contact. If they do use contact it will be called a Personal Foul.
    Screen blockers may not:
    • Take a position closer than a normal step when behind a stationary opponent.
    • Make contact when assuming a position at the side or in front of a stationary opponent.
    • Take a position so close to an opponent that they cannot avoid contact by stopping or changing direction. Penalty: Personal Foul, 10 yards
  • Blocking and Interlocked Interference: Teammates of a runner or passer may interfere for him/her by screen blocking, but shall not use interlocked interference by grasping or encircling one another in any manner.
  • Use of Hands or Arms by the Defense: Defensive players must go around the offensive players screen block. The arms and hands may not be used as a wedge to contact the opponent. The application of this rule depends entirely on the judgment of the official. A blocker may use his/her arms to break a fall or retain his/her balance
  • Down Field Blocking: Down field blocking is not allowed. If a player runs beside or in front of a ball carrier pass the line of scrimmage and that player enables the defender to make a defensive play on the ball carriers then a penalty is enforced. Penalty: 10 yards from the spot of the foul
    Note: You are allowed to position yourself behind the ball carrier for a backwards pass
  • STIFF ARMING: Stiff arming is not allowed; a personal foul will be called, and if warranted an un sportsmanlike conduct or ejection will result.
  • OBSTRUCTING THE RUNNER: A defensive player shall not hold, grasp, or obstruct the forward progress of the runner when attempting to remove the flag belt.
  • CHARGE: A runner shall not charge into nor contact an opponent in his/her path nor attempt to run between two opponents or between an opponent and a sideline, unless the space is such as to provide a reasonable chance for him/her to go through without contact. If a runner in his/her progress has established a straight line path, he/she may not be crowed out of that path, but if an opponent is able to legally established a defensive position in that path, the runner must avoid contact by changing direction.
  • THE FLAG BELT: All flag belts must be clamped only once. Any excess belt cannot be doubled or trippled clamped. All shirts must be tucked in, and are not permitted to hang over the flag belt. Should a player loose their flag belt legally or illegally during a down and should that player gain possession of a live ball, that player will be considered down when a legal tag (one hand touched by the defense between the shoulders and knees, including the hand and arm) is made. If the belt has been illegally secured and a team scores the score is disallowed, the player ejected and a 10 yard Un sportsmanlike Conduct penalty will be administered from the previous spot. Players must have possession of the ball before they can legally be de flagged. It is illegal for a defensive player to intentionally pull a flag from an offensive player who is not in possession of the ball. In cases where a flag belt is removed illegally, play should continue with the option of the penalty of the play (Penalty: Personal foul, 10 yards).
  • GUARDING THE FLAG BELT: Runners shall not flag guard by using any part of the body or ball to deny the opportunity for an opponent to pull or remove the flag belt. Flag guarding includes but is not limited to:
    • Swinging the hand or arm over the flag belt to prevent an opponent from de flagging.
    • Placing the ball in possession over the flag belt to prevent an opponent from de flagging.
    • Lowering the shoulders in such a manner that flag guards.
  • SPINNING/JUMPING: Spinning while running is considered part of running and is allowed provided the runner does not jump and maintains contact with the ground. Jumping is not allowed!!!
  • OFFICIAL'S AUTHORITY: An official assumes authority 15 minutes prior to the scheduled game time, and until they have left the field. The officials have the authority to rule on any situation not specifically covered in the rules. His/her decision is final, unless ruled otherwise by the supervisor on duty or the Manager of Recreationally Sports. The official has the right to eject players or have them sit out of part or all of the game. Fans, coaches, and spectators are a part of a team and any fouls they commit will go against their team.
CO-REC FLAG Modifications:
  • PLAYERS: A game is played between two teams of 8 players, 4 men and 4 women. Teams with 7 players shall be 4 men and 3 women or 3 men and 4 women. To avoid a forfeit, six players, 3 men and 3 women or 2 men and 4 women are required.
  • THE BALL: An official standard size football will be used.
  • LINE OF SCRIMMAGE: The offensive team must have at least 5 players on their scrimmage line. Penalty: Illegal Procedure, 5 yards from the previous spot.
  • MALE / FEMALE RULING (CO-REC): There is no ruling in regards to the number of times a female/male player touches the ball in a single series. When teams are on the line of scrimmage the lineup must be women on women, men on men. A man may not line up opposite women. When a woman initiates a block, she does so at her own risk.
  • MALE / FEMALE RUNNER: The offensive team males cannot advance the ball through their scrimmage line. Penalty: Illegal Procedure, 5 yards from the previous spot. There are no restrictions: during a run by a male runner once the ball is beyond the offensive scrimmage line; during a run by a female runner, and after a change of possession.
  • SCORING: If a female player scores a touchdown, the point value is 9. If a female player throws a legal forward pass and a touchdown is scored by any offensive team member, the point value is 9.
  • All final decisions to eligibility rules will be at the discretion of the Recreational and Director.
SUMMARY OF FOULS AND PENALTIES

LOSS OF 5 YARDS: LOSS OF 10 YARDS:
required equipment worn illegally Illegal player equipment
Unfair Tactics Quick Kick
Encroachment of free kick line Kick catch interference
Delay of Game Forward pass Interference- Offensive (Loss of down)
Infraction of free kicks Forward pass Interference- Defensive (Automatic first down)
Infraction of Scrimmage kick formation- line players un sportsmanlike conduct
Infraction of Scrimmage kick formation- Kickers spiking, kicking or throwing the ball during dead ball
Encroachment(dead ball) un sportsmanlike conduct by coaches,substitutions or others
False Start(Dead ball) steal, strike or attempt to steal ball
Infraction of scrimmage formation trip an opponent
player out-of -bounds when ball is snapped contact with opponent on the ground
Illegal shift throw runner to ground
Illegally handing ball forward(loss of down) hurdle any player
advancement by male runner(coed only) contact before or after ball is dead
Intentional backwards pass(loss of down) unnecessary contact of any nature
Illegal forward pass(loss of down) driving or running into a player
Intentional grounding(loss of down) clipping
Illegal forward pass- 2 consecutive male to male pass completions(loss of down) (Coed only) tackle runner,roughing the passer,stiff arm, guarding the flag belt
Illegal forward pass- male catches pass and runs beyond scrimmage line (loss of down) (Coed only) illegal offensive screen blocking, kicking, participation, or flag belt removal
Helping runner defensive use of the hands
Offensive player illegally in motion obstructing or holding the runner
 
 
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