JAM rules for Mixed Flag Football


© JAM 1996-2024

MIXED FLAG FOOTBALL League

Rules and Regulations

 

Captains and players are required to read the general Intramurals Rules and Eligibility.

 

JAM is for Everyone – Inclusion Statement

Our program offerings are designed to be inclusive for all members of the JAM community. Our goal is to create a welcoming gender policy that uplifts and supports each player where they are at. To ensure we can offer something for everyone, our programs may be offered in the following formats: Mixed-Gender, Women's, Men's, and Open.

Many of our league rules specify gender-based roster requirements, the goal of which is to ensure that each player has an equal opportunity to be included in gameplay.

Everyone participating in a JAM program is welcome to compete based on their gender identity and gender expression; regardless of their gender assigned at birth. Members whose gender identity does not align with the binary man/woman construct are welcome to play in all our mixed-gender and open programs.

Nonbinary, trans, genderqueer, and all other players who identify as a gender minority can count towards the roster minimums for either men or women in our mixed-gender leagues.

 

REFEREES:

There will be a Referee for each game.  These referees are hired by JAM as outside independent contractors and have been certified and trained for Flag Football.  Their calls and decisions are final and players should respect them as professionals while both on and off the field.  Referees will be responsible for recording the score. 

BLOOD BORN PATHOGENS:

If a player is found to be bleeding, they must immediately leave the game until the bleeding stops (for at least 1 down unless it is halftime or in the intermission prior to overtime).  Any blood on the clothing or player must be removed before the player can re-enter the game.

CONCUSSIONS: 

Any player who exhibits signs, symptoms, or behaviors consistent with a concussion (such as loss of consciousness, headache, dizziness, confusion, or balance problems) shall be immediately removed from the game and shall not return to play until cleared by an appropriate healthcare professional.

GAME SEASON:

Standings will be calibrated throughout the season.  Standings will be determined based on record, tie breaker are determined via the following order: Head to Head, points scored against, and finally total point’s differential.

 

FIELD DIMENSIONS:  

JAM flag football field measures 70yds long by 30yds wide. The end zones are 10yds each (counted as part of the 70 total yards). Some rules will vary to accommodate the field dimensions.

OUR EQUIPMENT:

Upon checking in, your captain will receive 10 flag belts w/ flags.  The captain is responsible for returning the 10 flag belts w/ flags to the Club Staff in the same condition they got them in. Club Staff will provide the game ball.  The winning team’s captain will also be responsible for returning the football to the hands of their referee. Without this item, the win will not be recorded.

Illegal equipment consists of:
A. Headwear containing any hard, unyielding, stiff material, including billed hats, or items containing exposed knots.
B. Jewelry.
C. Pads or braces worn above the waist.
D. Shoes with metal, ceramic, screw-in, or detachable cleats. EXCEPTION: cleats are allowed if the cleat is part of the shoe (rubber).
E. Shirts or jerseys that do not remain tucked in. Any hood on a coat, sweatshirt, or shirt is not allowed either.
F. Pants or shorts with any belt(s), belt loop(s), pockets(s), or exposed drawstring(s).
G. Leg and knee braces made of hard, unyielding material, unless covered on both sides and all edges overlapped.
H. Any slippery or sticky foreign substance on any equipment or exposed part of the body.
I. Exposed metal on clothes or person.
J. Towels attached at the player's waist.

REQUIRED CLOTHING:

Game Shirts, footballs, and flag belts will be provided by the Club. All other clothing/equipment must be provided by the team/player.   Belts must be worn over all clothing (clothing cannot cover up the flags) and flags should be positioned over each hip.  A shirt, pants/shorts, and shoes are required to play.  Players must be in uniform with the provided game shirts.  The players keep their game shirts.  The flag belts and footballs are returned at the end of each game.

NUMBER OF PLAYERS:

Each team starts the game with 7 players; a minimum of 5 players (2 men or gender minority and 2 women or gender minority players) is needed to avoid a forfeit.  There needs to be a minimum of 2 women or gender minority players and 2 men or gender minority players on the field at all times.

FORFEITS:

If at the scheduled game time a team does not have the minimum of 5 players (2 men or gender minority and 2 women or gender minority players), they will be given 10 minutes to get the minimum number. If there is a forfeit the team present will win that game with a score of 50-0 so make sure you make it to all games. (A forfeit form must be filled out and signed by both teams and a league ambassador.)

PLAYING TIME:

Playing time shall be two 25-minute halves and the 7-Play Rule (see below).  The clock will run continuously for both 25-minute halves unless stopped for a time out, injury, or the official judges that a team is trying to conserve/consume time.  Half-time shall be 1 minute.

Starting the Game:

  1. The captains shall be brought together and a Rock, Paper, Scissors (RPS) game will be used to determine the options, as in the start of the game.  There will be only one RPS game to determine ball/sides. 
  2. To choose whether their team will start on offense or defense, then the other captain then chooses the goal their team will defend. 
  3. Captains may also defer until 2nd half: Makes the above visa versa

Game Play:

  1. When a team has the ball, it has 4 downs to advance the ball pass the mid-line or score.
    1. Once the team moves the ball passed mid field, it’s awarded a new set of 4 downs.
    2. The team must now score within those 4 downs or may choose to punt.
  2. The line of scrimmage for each team is an imaginary line passing through the end of the football nearest to them, extending from sideline to sideline.
    1. The area between these lines, which is the length of the football, is the "neutral zone."
  3. The snap is a backward pass from the center, which puts the ball into play.
    1. The snap must be one quick and continuous motion, and the snapper can’t move their feet or lift a hand until after the ball is snapped.
    2. Other players have to stay still until the ball is snapped.
  4. No one is allowed to enter the neutral zone or move toward his opponent’s goal line at a snap.
  5. Shirts must be tucked in and they are not allowed to hang down over the flag belt.
    1. If a player loses their flag belt legally or illegally during a down and gains possession of a live ball, that player is considered down if they are touched with one hand by a defender.
  6. Players must have the ball before their flag can legally be pulled.
    1. It’s illegal for a defender to intentionally pull a flag from an offensive player who doesn’t have the ball. The infraction is considered a personal foul with a 10-yard penalty.
  7. Guarding the flag belt is not allowed. Runners can’t use any part of their body or the ball to keep an opponent from pulling their flag.
  8. On 4th down, the offensive team is asked if they want to punt from a protected scrimmage.
    1. If they do, the defense isn’t allowed to penetrate the line of scrimmage on the snap.
    2. They can try to block the punt only by jumping straight up in the air on their side of the ball.
    3. All members of the punting team, except the punter, must be on the line of scrimmage, and none of them can move until the ball is kicked.
    4. If a punt crosses the scrimmage line and touches a player from either team and then hits the ground, the ball is dead and possession goes to the receiving team.
    5. A RUNNER MAY ADVANCE THE BALL EVEN IF IT HITS THE GROUND.  THE BALL IS CONSIDERED DEAD ONCE A DEFENDER TOUCHES IT.
    6. If the ball goes into or is caught in the end zone, it is a touchback.  Runners CANNOT advance a punt from the end zone.  After a touchback, the ball shall be snapped from the nearest 5-yard line.
  9. A runner can make a backward pass at any time.
    1. If the ball hits the ground during this process, it is considered dead at the spot it hits. (No fumbles)
  10. The offensive team is allowed one forward pass during each play from the line of scrimmage, but the passer must be behind the line of scrimmage when releasing the ball.
    1. Any other forward pass is illegal.
  11. If a player is in the air while attempting to catch a ball, they must land with at least 1 foot in bounds when they have possession of the ball before going out of bounds, unless contact by the opposing team is what causes them to go out of bounds.
    1. If players from opposing teams catch the ball at the same time, the ball is given to the offense.
  12. The offensive screen block shall take place without contact.  The screen blocker shall have their hands and arms at their side or behind their back.  Any use of the arms, elbows or legs to initiate contact during an offensive player’s screen block is illegal.

7-PLAY RULE PERIOD:

Issued immediately after the 25-minute clock has run out (in 2nd half only), vocally noted via the referee.  The game clock will not operate during this time.  Instead, seven plays will remain with the same penalty enforcement as used during the running time.  Down and distance situations will remain the same: 

  1. If a penalty occurs during this period, the play WILL count if:

1) the penalty is declined and the captain takes the result of the play.

2) the penalty is accepted and a new series of downs (first down) is awarded.

3) the penalty occurs after the ball becomes dead.

  1. If a penalty occurs during this period, the play will NOT count if the penalty is accepted and the down is replayed.  Loss of down fouls, if accepted will count as play.
  2. Note:  A try for point does NOT count as a play.

               EXTENSION OF PERIODS:

If a live ball foul (not loss of down fouls) with an accepted penalty, double foul, foul that results in a safety, or inadvertent whistle occurs during the last timed down or last play of the 7-Play period, the period will be extended by one untimed down. 

TIE GAME:

If the game score is tied after regulation time, there will be no overtime and the game will be recorded as a tie.

TIME OUTS:

Each team is entitled to 1 timeout per half (unused timeouts from the first half do not carry over). Successive charged timeouts may be granted to each team during the same dead ball period. If the ball is dead and a team has not exhausted its charged timeouts, the Referee shall allow a timeout and charge that team. A charged timeout shall not exceed 1 minute.  When a team requests a charged timeout for a rule interpretation, the Referee will confer with the team captain. If the Referee changes their ruling, it is an official’s timeout. If the ruling is not changed, it is a charged timeout. If the team has used its 1 charged timeout, a delay of game penalty will be assessed.

Neutral Zone:

The 1-yard expanded neutral zone is between the forward point of the ball (orange spotter).

PUNTING:

Quick punts are illegal. On fourth down the refs must ask the Offensive team if they want a protected scrimmage kick. Once the offense has declared their choice, the refs will inform the Defense of the offense's choice. The only way the Offense can change their decision is to call a timeout, or if a foul occurs any time prior to or during the down and the down is to be replayed. In the later case, the Offensive team will be asked if they want a protected scrimmage kick or not. 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 attempt to block the punt by jumping straight up in the air. They may not, however, penetrate the line of scrimmage. 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.  A RUNNER MAY ADVANCE THE BALL EVEN IF IT HITS THE GROUND.  THE BALL IS CONSIDERED DEAD ONCE A DEFENDER TOUCHES IT.

AFTER A TOUCHBACK:

If the ball goes into or is caught in the end zone, it is a touchback.  Runners CANNOT advance a punt from the end zone.  After a touchback, the ball shall be snapped from the nearest 5-yard line.

BALL DECLARED DEAD:

A live ball becomes dead and an official shall sound the whistle or declare it dead:

  1. When any part of the runner other than a hand or foot touches the ground.
  2. When a backward pass, fumble or muff touches the ground.  A snap that hits the ground before or after reaching the intended receiver is at the spot where it hits the ground.
  3. When a runner has a flag belt removed legally by a defensive player.  A flag belt is removed when the clip is detached from the belt.
  4. Anytime the ball in player possession touches the ground, the ball shall be declared dead at the spot.
  5. A punt breaks the plane of the goal line.
  6. A touchdown, touchback, safety, or try is scored; or the defensive team secures possession of the ball in overtime or during a try.

FORWARD PASS:

  1. All players of either team are eligible to touch or catch a pass.
  2. During a scrimmage down and before team possession has changed, a forward pass may be thrown provided the passer’s feet are behind their team’s offensive scrimmage line when the ball leaves the passer’s hand. 
  3. Only one forward pass may be thrown per down.
  4. A legal catch is defined as the ball being in possession of the receiver WITH at least one foot in-bounds. There is no “force-out” provision.
  5. All forward passes must be caught/thrown beyond the neutral zone.  Passes that are not will result in the play being blown dead and a loss of down.

 

BACKWARDS PASS/LATERALS:

Backwards passes and laterals are legal throughout the field of play.  Players (both defense and offense) may not cross the neutral zone if a lateral or backwards pass has taken place behind it.  The player receiving the backwards pass or lateral may still throw a forward pass provided they have not crossed the neutral zone.  The officials 5 count will continue until a forward pass has been thrown.

POINTS:

Officials will keep score on their scorecards, teams are encouraged to keep track via scoreboards and check with officials as needed to make sure everyone has the same totals.

Points can be scored in the following manner:

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 shall be given possession of the ball at their own 15-yard-line, unless moved by penalty.
 

FLAG BELT REMOVAL:

Offensive players must have possession of the ball before they can be legally deflagged/tagged.  A flag belt that becomes detached inadvertently (not removed by grabbing and pulling) does not cause play to stop.  In circumstances where a flag belt is removed illegally, play should continue with the option of the penalty or the play (or a touchdown if deflagged by a nonplayer).  In all situations where a play is in progress and a ball carrier loses the flag belt accidentally, inadvertently or on purpose, the deflagging reverts to a one-hand tag of the ball carrier between the shoulders and knees.  Tampering with the flag belt in any way to gain an advantage including tying, using foreign materials, covering the flags with clothing, and/or not having the flags positioned over the hips shall result in a penalty.  PENALTY:  10-yards from the previous spot, loss of down and/or player disqualification.

RUNNING THE BALL:

RUSHING THE PASSER:

BLOCKING:

CHARGING:

BALL CARRIER (GUARDING THE FLAG BELT):

The ball carrier shall not guard their flags by blocking, with arms or hands, the opportunity for an opponent to pull or remove the flag belt.  The ball carrier shall be prohibited from contacting an opponent with a stiff arm. Examples of flag guarding include, but are not limited to:

  1. Placing or swinging the hand or arm over the flag belt.
  2. Placing the ball in possession over the flag belt.
  3. Lowering the shoulders in such a manner which places the arm over the flag belt.

FORWARD PASS INTERFERENCE:

  1. Offensive Pass Interference:  After the ball has been snapped and until it has been touched by a receiver, there shall be no offensive pass interference beyond the scrimmage line while the ball is in flight.
  2. Defensive Pass Interference:  After the pass is thrown and until it is touched, there shall be no defensive pass interference beyond the scrimmage line while the ball is in flight.  It is also pass interference if an eligible receiver is deflagged/tagged prior to touching the ball on a pass thrown beyond the scrimmage line.  Note:  Intentionally hindering an opponent’s vision is also included in this rule.
  3. Whether a ball is catchable/uncatchable has no bearing on determining forward pass interference.

Other Penalties (All Result in a 5 Yard Loss from previous spot)

UNSPORTSMANLIKE FOULS

An unsportsmanlike foul by the player or non-player results in disqualification.

SPORTSMANSHIP

The intent of JAM is to provide a sportsmanlike, safe, and fun environment.  Being a good sport is a team captains, players and spectators responsibility. They will be held accountable for acts including abusive language, threatening remarks or abusive behavior before, during and after any JAM contest and throughout the season.