General Policies

IM Participant Handbook

Referee Feedback Form

Sport Rules

Fall 2017
2-Person Golf Scramble 3v3 Outdoor Basketball Tournament
4v4 Sand Volleyball 6v6 MAC Soccer
9v9 Outdoor Soccer All-Campus Basketball Invitational
Bowling Cornhole
Disc Golf Doubles Indoor Tennis
Euchre Extreme Dodgeball Tournament
Fall Softball Classic Flag Football
Floor Hockey Indoor Volleyball
Inner Tube Water Polo Singles Racquetball Tournament
Singles Tennis Tournament Team Handball

2-Person Golf Scramble

Section 1: Event Format

  • Event Overview
    • The event will be played on one day.  
    • It will consist of a single 18 hole round at the Kampen Golf Course.
    • Teams will compete indirectly against one another in a scramble format in an attempt to achieve the lowest score.
  • Location
    • The event will take place on the Kampen Golf Course.
    • Visit www.purduegolf.com for directions.
    • Registration tables will be located near the pro shop.
  • Supervision
    • Teams are responsible for holding their opponents accountable for playing to the rules of the scramble.
    • An Intramural Supervisor will aid with sign-in procedure only.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the course ready to begin at the scheduled time.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: Check-In Procedures and Event Information

  • Check-In Length
    • Check-in will be open from 12:00pm to 1:00pm.
    • Golf course assistants will direct participants to their assigned carts which identify starting hole locations.
  • Shotgun Start
    • Shotgun start will begin at 1:30pm.
    • Players must report to their carts by 1:15pm.
    • Players will use their assigned cart for the duration of the event.
  • Driving Range/Putting Green
    • The driving range and putting green will be available to all players during the check-in period at no additional charge.
  • Food and Drink
    • Water and/or other drinks will be made available.
    • Lunch will be provided consisting of a sandwich and chips following the round.
    • Other options may be available.
  • Event Contests
    • Closest to the Pin
    • Longest Drive
    • Longest Putt

Section 3: Equipment

  • Illegal and Required Equipment
    • Shoes
      • No metal spikes or other footwear detrimental to turf quality are permitted.
      • Shoes must be worn at all times.
    • Attire
      • Players must wear a shirt with sleeves.
      • No cut-offs, spandex or short shorts are permitted.
      • No gym suits, gym pants or gym shorts are permitted.
  • Golf Clubs
    • Participants are responsible for providing their own golf clubs.
    • Every golfer must have their own set of clubs.
    • Clubs may be rented from the clubhouse. Visit http://www.purduegolf.com/rates.html for more information.

Section 4: Players

  • Team Composition
    • Each team will consist of two (2) golfers.
    • (Co-Rec Modification) Teams must consist of one (1) male and one (1) female.
  • Substitutions
    • Substitutions may be made up until check-in.
      • Please coordinate substitutions with the Intramural Sports Staff.
    • No substitutions may be made after teeing off the first hole of play.

Section 5: Scoring

  • Scorecard
    • Teams will be given an official event scorecard on their assigned carts.
    • All scorecards must be turned in to the Tournament Director upon completion of the event.
      • Scorecards must include a signature from the participating team as well as a signature from the opposing team to attest respective scores.
  • Scoring
    • Scoring on a single hole:
      • After each player hits their initial tee shot, one (1) ball will be played by the team. This will be the team’s first stroke on that hole.
      • This format will continue until players have holed their final shot. The team will then tally their strokes and this tally will represent the single hole score.
    • Upon completion of the round, the 18 hole score total will be the team’s overall score.
  • Tiebreaker
    • In the event of a tie within a division, a “card-off” will determine the overall winner.
    • The scores starting on the #1 through #18 handicapped ranked holes will be used to determine the winners.

Section 6: Scramble Rules

  • Scramble Format
    • Each player will hit an initial tee shot.
      • The team will then decide the best shot and each player will hit their next shot from that location.
      • This format will repeat for each shot thereafter until completion of the hole.
    • The holing of any shot will constitute the end of the hole for that team and that score will be final.
      • This situation typically occurs when a player misses a putt and decides to putt out before the second player takes their putt.
        • In this case, the second player will not have an opportunity to attempt the original putt.
  • Improving a Ball’s Lie
    • Each team must mark the spot of each selected spot with a marker.
    • Once marked, players may lift and clean their ball.
    • Both players may then place their ball no more than one club length from the original spot.
      • This placement CANNOT be nearer to the hole nor may it improve the original lie.
      • Placement of the ball may improve the team’s stance, swing, and line of sight as long as it is within the one club length limit.
    • On the putting green, the ball must be placed as near as possible to the original spot no nearer to the hole.

Section 7: USGA Rules 26, 27, and 28

  • USGA Rule 26: Water Hazards
    • If a ball is hit into or lost near a water hazard, the player receives a one (1) stroke penalty and has the following options:
      • Play a ball as near as possible to the spot from which the original ball was last played.
      • Drop a ball behind the water hazard keeping the point at which the ball originally crossed over the margin of the water hazard.
        • There is no limit as to how far behind the ball may be dropped.
        • If the ball crossed the margin of the water hazard laterally, a ball may be dropped within two club lengths of the spot it crossed over as long as it is no nearer to the hole.
  • USGA Rule 27: Lost Balls or Out of Bounds
    • If a ball is out of bounds, the player receives a one (1) stroke penalty and must play the next ball as near as possible to the spot from which the original ball was last played.
    • To save time, a player may hit a provisional ball if a ball may be considered lost.
      • The player hitting the provisional ball must first announce a provisional is being played to their opponents.
      • Should a player not find the original ball, the player plays the provisional ball and receives a one (1) stroke penalty.
  • USGA Rule 28: Ball Unplayable
    • If the ball lies in an unplayable position due to course conditions, the player must:
      • Play a ball as near as possible to the spot from which the original ball was last played.
      • Drop the ball behind the location in which it is deemed unplayable.

Section 8: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policies Information for more details), the event may be played under protest.
    • Please contact the Intramural Supervisor prior to the event’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Team captains must announce this protest to the Tournament Director after the round is completed and both captains will be required to fill out information on the protest form.

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3v3 Basketball Tournament

Section 1: Event Format

  • League Overview
    • The league will consist of a one day single elimination tournament.
    • Participants will be able to choose which day of the week and what time they play their tournament games by selecting a division within their desired league on IMLeagues.
  • Playoff Format
    • Once a winner is decided from each tournament, a “champions” tournament will be played to determine the overall Intramural Champion.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the tournament and through the end of the semi-final game.
    • Teams will be allowed a maximum of 20 players.
  • Location
    • Games will be played on the TREC Outdoor Basketball Courts.
    • Teams will have a designated court assignment.
      • This assignment can be found online.
      • Please contact an Intramural Supervisor if you need assistance locating your playing location.  
  • Supervision
    • No officials will be present.
      • Players are responsible for making their own calls.
      • It is recommended that any disagreements should be determined by a replay of that point.
    • An Intramural Supervisor will provide oversight and aid with the operation of the sport.
      • Please alert the Intramural Supervisor if assistance is needed.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the court ready to begin at the scheduled time.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Teams are responsible for keeping their own score.
    • Defense gains possession after each made basket (no “make-it-take-it”).
    • On a change of possession such as a steal or rebound:
      • The defensive team must take the ball outside the 3-point arc to establish itself on offense.
      • On shot attempts that do not contact the rim of the basket, the defense must take the ball outside the 3-point arc.
    • After a score, foul or out of bounds violation, the offense will begin possession at the top of the key.
  • The Court
    • Games will occupy a single half court.
    • Boundaries will be normal out of bounds lines with the addition of the mid court line.
  • Beginning Play
    • The Intramural Supervisor will assist teams with court assignments.
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the Intramural Supervisor.
      • Follow the Intramural Supervisor’s instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • After the warm-up period, a coin toss or 3-point shot from the top of the arc will determine who receives the first possession.
      • Upon completion of the toss/shot, each team will assume their respective sides and play will begin.

Section 3: Equipment

  • Equipment Provided
    • A regulation men’s basketball will be provided for men’s divisions; a regulation women’s basketball will be provided for Co-Rec and women’s divisions.
      • Players may use their own balls if both captains and the Intramural Supervisor agree prior to play.
  • Illegal and Required Equipment
    • Shoes
      • Players must wear athletic shoes.
      • No boots, street shoes or shoes with marking soles are permitted.
    • Attire
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
  • Recommended Equipment
    • It is recommended that teams attempt to wear uniformly colored shirts to help distinguish one team from another.
    • Jerseys may be checked out from the CREC Equipment Center or TREC Member Services for $1.00/jersey.

Section 4: Players

  • Team Composition
    • Each team will be made up of three (3) players on the court.
    • (Co-Rec Modification) Teams may consist of either two (2) men and one (1) woman or one (1) man and two (2) women.
  • Minimum Team Requirements
    • Games may be started with a minimum of two (2) players.
    • (Co-Rec Modification) Teams with only two players must have one (1) male and one (1) female.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Substitutions
    • Teams may substitute at any dead ball during the game.
    • No advantage can be gained. This will result in a loss of possession.
    • Players arriving late must first sign in with an Intramural Supervisor before they may enter the game.

Section 5: Timing

  • Time Limit
    • There will be a 25 minute time limit per game.
    • The clock will not stop and will be managed by the Intramural Supervisor.
  • Timeouts
    • Teams will not receive any timeouts.
    • Injury time outs may be determined only at the Intramural Supervisor’s discretion.
  • Slow Play
    • There will be no shot clock.
    • Teams will not be allowed to stall or “freeze” play.
      • Teams are expected to maintain their own pace of play and maintain it throughout the contest.
      • Offensive teams holding the ball, which includes passing back and forth to one another, without attempting to “attack” the basket for longer than 20 seconds will result in a violation.
        • “Attacking” the basket consists of an attempt to score; it does not necessarily have to be a shot.
        • Violations will result in a turnover.
  • Overtime
    • If the score is tied after the time limit is reached, teams will play a one-point sudden death tiebreaker.
    • Ball possession will be given to the team who last had possession, unless the team just scored.
  • Official Game
    • If a game has reached a point where one team has eight (8) points or 13 minutes have passed and inclement weather stops play, the game will be over and its score will be considered official.
    • If a game has not yet reached this point or time limit and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Score Limit
    • The first team to reach 15 points will win the game.
    • Teams must win by two (2) or be the first to reach a maximum of 18 points.
  • Points Breakdown
    • All two-point field goals are worth one (1) point.
    • All three-point field goals are worth two (2) points.
    • No free throws will be awarded. Teams will receive ball possession instead.
  • Mercy Rule
    • There will be no mercy rule scores.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) game to zero (0) will be given.

Section 7: Change of Possession

  • Checking the Ball
    • After each dead ball, teams will be required to “check” the ball to the defense before restarting play.
    • Once the offensive player receives the ball back from the defense, they must pass the ball to a teammate before dribbling or shooting.
    • The “check” process occurs at the top of the key.
  • Change of Possession
    • Defense gains possession after each made basket (no “make-it-take-it”).
    • On a change of possession, such as a steal or rebound:
      • The defensive team must take the ball outside the 3-point arc to establish itself on offense.
      • On shot attempts that do not contact the rim of the basket, the defense must take the ball outside the 3-point arc.
    • After a score, foul or out of bounds violation, the offense will begin possession at the top of the key.
    • If an offensive player is fouled in the act of the shooting and the result of the play is a made basket, the foul will be negated and the opposing team will gain possession due to the made basket.

Section 8: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Intramural Supervisor
    • The game’s Intramural Supervisor will determine sportsmanship ratings for each of the game’s teams.

Section 9: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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4v4 Sand Volleyball

Section 1: League Format

  • League Overview
    • The league will consist of three regular season games.
    • Participants will be able to choose which day of the week and what time they play their regular season games by selecting a division within their desired league via IMLeagues.
  • Playoff Format
    • Following league play, a single elimination tournament will be played.
    • Team rankings will be based on season performance and sportsmanship ratings.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the season and through the end of semi-final games in the playoffs.
    • Teams will be allowed a maximum of 20 players.
  • Location
    • Games will be played on the TREC Sand Volleyball Courts and Pickett Park Sand Volleyball Courts.
    • Teams will have a designated court assignment.
      • This assignment can be found online through an individual’s IMLeagues account.
      • Please contact the Intramural Supervisor if you need assistance locating your playing location.
  • Supervision
    • Teams are responsible for making their own calls.
      • Any disagreements should be settled by each of the team captain’s.
      • If a decision is not agreed upon, a replay of the point is recommended.
      • Please seek assistance from the Intramural Supervisor should there be any issues.
    • An Intramural Supervisor will provide oversight and aid with operations of the sport.
      • Please alert the Intramural Supervisor if assistance is needed.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the court ready to begin at the scheduled time.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Teams are allowed a maximum of three (3) hits per rally; the ball must cross over the net after the third hit.
    • Spiking is permitted.
    • Kicking is permitted.
    • Balls landing on the boundary lines are considered in play.
  • The Court
    • The playing court has the dimensions of 30 feet wide by 60 feet long.
    • Players may serve in any area outside the back edge of the boundary line.
  • Beginning Play
    • The Intramural Supervisor will assist teams with court assignments.
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the Intramural Supervisor.
      • Follow the Intramural Supervisor’s instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • Either a coin toss or even/odds game will determine the first choice.
      • The visiting team captain will be designated to make the call.
      • The captain winning the toss/game shall choose one of the following options:
        • Choose to serve or receive first.
          • If this option is chosen, the remaining captain will choose which side of the net they will begin play on.
        • Choose which side of the net to begin play on.
          • If this option is chosen, the remaining captain will choose between serving or receiving first.
      • Upon completion of the toss/game, each team will assume their respective sides and play will begin.
    • Switching Sides
      • After completion of the first game and prior to the second game, teams will switch sides and the serving team from game one will receive and vice versa.
      • After completion of the second game and prior to the third game, if upon completion of the toss/game an alternating side is chosen, will teams switch sides.  
      • In game 3 only, after either team reaches 8 points in the game, teams will switch sides, however the serve will be retained by the team on serve.

Section 3: Equipment

  • Equipment Provided
    • Regulation outdoor volleyballs will be provided.
    • Players may use their own equipment as long as both captains and the Intramural Supervisor agree prior to the start of play.
    • Illegal and Required Equipment
      • Attire
        • Players must wear athletic shorts or pants and shirts.
        • Jeans are not permitted.
        • No jewelry, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
        • Hats and sunglasses may be worn.
  • No cast or brace with an outermost layer composed of exposed metal, hard and/or sharp plastic or other material will be permitted. These braces and casts must be covered by a standard sleeve or other soft, pliable material in order to be permitted.
  • Recommended Equipment
    • It is recommended that each team wear shirts of the same color.

Section 4: Players

  • Team Composition
    • An official team shall consist of four (4) players on the court.
    • Teams are permitted a maximum of 20 players on their roster.
    • (Co-Rec Modification) Teams with four (4) players may play with two (2) females and two (2) males, three (3) males and one (1) female, or vice versa.
  • Minimum Team Requirements
    • Games must be started with a minimum of two (2) players.
    • (Co-Rec Modification) Teams must meet the following requirements:
      • If there are only three (3) players, a team may play with two (2) males and one (1) female or vice versa.
      • If there are only two (2) players, a team must play with one (1) male and one (1) female.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Rotations
    • Each time a team wins the serve, the team must rotate one position clockwise before serving.
    • Once a rotation order has been established for that set, it should not be altered – aside from substitutions – for the duration of that set.
    • Any positioning violations result in a loss of that point.
  • Substitutions
    • Teams may substitute only during dead ball situations.
    • An unlimited number of substitutions may be made throughout the match.
    • The substituted player must enter the same spot as the player leaving the rotation.
    • Players arriving late must first sign in with the Intramural Supervisor before entering play.

Section 5: Timing

  • Time Limit
    • A 40 minute time limit for regular season games will be enforced by the Intramural Supervisor.
      • Teams will begin play as declared by the Intramural Supervisor. Each game clock will be started and stopped simultaneously.
  • Time Outs
    • Teams will not receive any timeouts.
    • Injury time outs may be determined only by the Intramural Supervisor.
  • Overtime
    • When the time limit is called during the regular season there will be NO overtime.
    • The match score will be recorded as follows:
      • If in game 2, the winner of game 1 will receive the win with a score of 1-0
      • If in game 3, the team with the most points in that game will receive the win with a score of 2-1
      • If in game 3 and the game score is tied a match score of 1-1 will be given
    • (Playoff Modification)
      • Matches are played with no time limit. See Section 6.I. on how to win a match.
  • Official Game
    • If at least one (1) game has been completed and inclement weather stops play, the game will be over and its score will be considered official.
    • If at least one (1) game has not been completed and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification
      • Cancelled games will only be made up if time and space permits

Section 6: Scoring

  • Winning the Game
    • Matches shall consist of a best two (2) out of three (3) games.
    • In the first and second games, the first team to score 25 points will win the game.
      • Teams must win by at least two (2) points.
      • Should a team reach 25 points and not be ahead by two (2) points, the winner will be the first team ahead by two (2) points or the first team to reach 30 points.
    • If a third game is necessary, the game will be played to 15 points.
      • Either a coin toss or even/odds game will determine the first choice, as described previously in Section 2.III.C.
      • Teams must win by at least two (2) points.
      • Should a team reach 15 points and not be ahead by two (2) points, the winner will be the first team ahead by two (2) points or the first team to reach 20 points.
  • Rally scoring will be in effect.
    • If the serving team wins the rally, they score a point and continue to serve.
    • If the receiving team wins the rally, they score a point and gain the serve.
    • Each time a team wins the serve, the team must rotate one position clockwise before serving.
  • Rallies
    • Teams are allowed a maximum of three (3) hits per rally; the ball must cross over the net after the third hit.
      • Should a team commit a clean block, the block will not be considered one (1) of their three (3) contacts to get the ball over the net.
      • (Co-Rec Modification) A team that contacts the ball more than once must have both genders contact the ball at least once during that rally.
    • Play continues until:
      • The ball contacts the playing surface.
      • A team contacts the ball too many times in a given possession.
      • An illegal hit or illegal serve occurs (see Section 7 and Section 8).
      • Contact with the net occurs by a player.
      • The ball crosses over to the other team’s side, not in the area above the net
    • A player may hit the ball twice during each rally as long as another player contacts the ball in between hits.
    • Balls landing on the boundary lines are considered in play.
  • Mercy Rule
    • There will be no mercy rule scores.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) game to zero (0) will be given.

Section 7: Serving

  • Serving
    • The server may serve from any location behind the back edge of the boundary line.
    • Let serves (serves that hit the net and still go over) are permitted.
  • Legal Serve and Return
    • The serving side:
      • May not hit the ball with both hands.
      • May not step over the back line or inside the court until the ball is hit.
      • May hit the net on the serve.
    • The returning side may not block or spike a serve.

Section 8: Legal and Illegal Contacts

  • Legal Contacts
    • The ball may be hit by any part of the body, including the foot, as long as it is a clean hit.
    • The ball can contact any number of parts of the body providing the contacts are simultaneous and that the ball is not held but hit and rebounds clearly.
    • Spiking is permitted.
  • Illegal Contacts
    • The ball cannot come to rest momentarily on a player’s hands or arms.
    • Scooping, lifting, pushing and carrying the ball are illegal.
    • Double contact is not permitted.
      • A player contacting the ball more than once with any part of the body without any other player touching the ball between these contacts will be considered an illegal double hit.
      • This does not pertain to blocks.
      • This does not pertain to first contact of team receiving the serve.

Section 9: Net Play

  • General Net Play
    • A ball, other than the serve, may be recovered from the net provided the players avoid touching the net.
    • When reaching over the net, a player may follow through over the net provided that they initially contact the ball on their side of the net.
    • Player(s) in the act of blocking may reach across the net but may not contact the ball until their opponent has first contacted the ball.
    • Should a player contact the net, the point and serve shall be awarded to the opposing team.
  • Crossing the Centerline
    • Player(s) may reach under the net to retrieve a ball that is currently in play by their team.
    • During play, any part of a player’s foot may touch the center line.
      • Any part of the feet may touch on the opponent’s side of the court as long as any part of the body is touching the center line.
    • Any part of a player’s body may be in the air below the net and beyond the center if they do not interfere with the opponent’s play by touching the ball or an opponent.

Section 10: Sportsmanship

  • Sportsmanship Rating
    • The game’s Intramural Supervisor and/or officials will determine sportsmanship ratings for each team.
  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.

Section 11: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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6v6 MAC Indoor Soccer

Section 1: League Format

  • League Overview
    • The league will consist of three regular season matches.
    • Participants will be able to choose which day of the week and what time they play their regular season games by selecting a division within their desired league on IMLeagues.
  • Playoff Format
    • Following league play, a single elimination tournament will be played.
    • Team rankings will be based on season performance and sportsmanship ratings.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the tournament and through the end of the semi-final game.
    • Teams will be allowed a maximum of 20 players.
  • Location
    • Games will be played in the MAC Gym, located on the third floor of the CREC.
  • Supervision
    • Officials will be assigned for all scheduled games. They will be responsible for officiating the game and providing sportsmanship ratings.  
    • An Intramural Supervisor will be responsible for the check-in procedure and will provide oversight and aid with the operations of the sport.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • All participants must be registered and on the appropriate team roster in IMLeagues in order to check-in with the Intramural Supervisor.
        • “Ready to play” includes having the proper game equipment and being at the court ready to begin at the scheduled time.
      • Please alert the Intramural Supervisor if assistance is needed.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • The walls are considered in play; however, the netting and vertical plane above the wall is considered out of play.
    • Any ball contacting the ceiling will be out of play; a free kick will ensue directly under the spot of contact.
      • If the ball touched directly above the goal arc area, the free kick will be just outside the crease line.
    • The offside rule is not in effect.
    • Slide tackling is not permitted.
      • Players lying on the ground may not play the ball if other players are within contact distance.
      • Slide tackling infractions will be called at the official’s discretion and will result in an automatic yellow card.
  • The Court
    • The playing court has the dimensions of 59 feet wide by 108 feet long.
    • The goal arc, located directly in front of the goal, will be 30 feet in diameter and 20 feet in length.
    • The goals are 12’ wide by 6’7’’ tall.
  • Beginning Play
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the officials.
      • Follow the officials’ instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • Either a coin toss or even/odds game will determine the first choice.
      • The visiting team captain will be designated to make the call.
      • The captain winning the toss/game shall choose one of the following options:
        • Choose to kick-off in the first or second half.
          • If this option is chosen, the remaining captain will choose which side of play to defend in the first half.
        • Choose which side of play to defend in the first half.
          • If this option is chosen, the remaining captain will choose between kicking-off in the first or second half.
      • Upon completion of the toss/game, each team will assume their respective sides and play will begin with a kick-off from midcourt.

Section 3: Equipment

  • Equipment Provided
    • A regulation indoor soccer ball will be provided for play.
    • Only indoor soccer balls provided by the officials or rented from the equipment center may be used.
  • Illegal and Required Equipment
    • Shoes
      • Players must wear non-marking athletic shoes.
      • Shoes must be made up of soft, pliable upper material (molded plastics, canvas, leather, or synthetic) which covers the foot attached to a composition bottom.
      • Cleats are not permitted.
  • Attire
    • It is required that teams wear uniformly colored shirts to help distinguish one team from another.
      • Goalkeepers must wear a distinguishing colored shirt that differs from the color worn by their teammates and the field players of their opponents. Goalkeeper pennies will not be provided by the Intramural Staff.
    • Players must wear athletic shorts or pants and shirts.
    • Jeans are not permitted.
    • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
    • Jerseys may be rented from the Equipment Center.
  • Recommended Equipment
    • Shin guards are highly recommended but not required.

Section 4: Players

  • Team Composition
    • Each team will be made up of six (6) players, one (1) of whom will play goalie.
    • Teams are permitted a maximum of 20 players on their roster.
    • (Co-Rec Modification) Teams with six (6) players may have any of the following:
      • Three (3) males and three (3) females
      • Four (4) males and two (2) females
      • Two (2) males and four (4) males
    • (Co-Rec Modification) Teams with five (5) players must have three (3) males and two (2) females or vice versa.
  • Minimum Team Requirements
    • Games may be started with a minimum of four (4) players.
    • (Co-Rec Modification) Teams with only four (4) players may have any of the following:
      • Two (2) males and two (2) females
      • Three (3) males and one (1) female.
      • Three (3) females and one (1) male.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Club Sports Players
    • A maximum of two (2) club sports participants are permitted to be on each team’s roster.
  • Substitutions
    • Teams may substitute at any time provided they enter and exit through the team box door.
      • The player entering the game during live action must not gain an advantage.
      • Improper substitution, such as jumping over the boards or gaining an advantage when entering play, will result in an automatic yellow card.
        • The restart will be from the spot of the infraction.
    • Goalies may only be subbed during dead ball periods.
      • To enter play, the substitution must first be recognized and approved by the Intramural Supervisor.
    • Players arriving late must first sign in with the Intramural Supervisor before entering play.

Section 5: Timing

  • Periods
    • A regulation game will consist of two (2) ten (10) minute halves.
    • The clock will only stop for dead balls during the last 30 seconds of each half, and will be managed by the Intramural Supervisor.
      • The clock will resume once the ball is kicked and legally considered inbounds.
    • Halftimes will be a maximum of three (3) minutes long and teams will switch sides at the start of the second half.
  • Timeouts
    • Teams will not receive any timeouts.
    • Injury time outs may be determined only by the officials and Intramural Supervisor.
  • Concession of the Game
    • Teams will have the option of conceding the game at any point after halftime without loss of sportsmanship if they desire. 
    • Teams must notify the Intramural Supervisor if this decision is taken.
  • Overtime
    • During league play, there are no overtime periods and games will result in a tie.
    • During the playoffs, a three (3) minute period will be played until the first team scores (“golden goal”).
      • The clock will only stop for dead balls during the last 30 seconds of the overtime period, and will be managed by the Intramural Supervisor.
        • The clock will resume once the ball is kicked and legally considered inbounds.
    • If no goal is achieved in this three (3) minute period, a shootout, taken from the top of the arc, will occur with the following rules:
      • Five (5) players from each team (the goalie may be one of the 5) on the court at the end of the regulation game will partake in the shootout.
      • The five (5) players then enter a rotation that does not change throughout the shootout of alternating penalty kicks.
        • The first round of penalty kicks consists of each player taking a shot. The team with the higher number of goals wins.
        • If, after both teams have taken five kicks, both have scored the same number of goals or have not scored any goals, kicks continue to be taken in the same order until one team has scored a goal more than the other from the same number of kicks using the remaining eligible participants on the roster for each team.
          • With the exception of the foregoing case, the players who are on the field of play at the end of the match, which includes extra time, are allowed to take kicks from the penalty mark before players who are not on the field may begin taking kicks.
          • Each kick is taken by a different player and all eligible players must take a kick before any player can take a second kick
      • (Co-Rec Modification) Shooters must alternate male/female or female/male.
      • (Co-Rec Modification) No player may shoot twice until all other eligible players for their gender have attempted a shot.
      • The officials will choose the side of field for the shootout. A coin toss (see Section 2.III) will determine who shoots first.
  • Official Game
    • If a game has reached halftime and inclement weather stops play, the game will be over and its score will be considered official.
    • If a game has not yet reached halftime and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Goals
    • A goal is scored only when the entire ball has passed completely over the goal line, between the goalposts and under the crossbar, provided no infraction of the rules has occurred during this process.
    • A goal can be scored directly from the kickoff.
    • The clock does not stop after a scored goal.
  • Mercy Rule
    • There will be no mercy rule scores.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) to zero (0) will be given.

Section 7: Free Kicks and Kick-In Rules

  • Kick-Off
    • On the kick-off, the ball can be played in any direction.
  • Ten (10) Yard Rule
    • The ten (10) yard rule pertains to all dead ball situations outside of the goal box, including kick-ins.
    • Players must stand at least ten (10) yards away from the ball.
  • Kick-Ins
    • Balls that go out of play shall be kicked in from the nearest spot (on the black boundary line, unless the ball hit the ceiling), not thrown.
      • The walls are considered in play; however, the netting and vertical plane above the wall is considered out of play.
    • The ball is considered in play when the ball is touched with a foot and moves.
  • Offside
    • There will be no offside rule in effect; thus, no free kicks will be taken if a player is offside.
  • Indirect and Direct Kicks
    • Indirect kicks must be touched by another player before a goal may be scored; the following kicks are indirect kicks:
      • Goal kicks
    • Direct kicks may be scored without being touched by another player; the following are direct kicks:
      • Kick-offs
      • Kick-ins
      • Free kicks
      • Penalty kicks
      • Corner kicks
  • Contacting the Ceiling
    • Any ball contacting the ceiling will be out of play; a free kick will ensue directly under the spot of contact.
    • If the ball touched directly above the goal box area, the free kick will be just outside the arc.
  • Goal Kicks
    • The defensive team is awarded a goal kick when the offensive team last contacts a ball that contacts the defense’s goal line netting.
    • The ball must travel outside the penalty area before it may be played by anyone of either team.
      • Infractions of this rule result in a re-kick.
    • The ball must be kicked from a stationary position and may be kicked from any point on the black boundary line.
  • Corner Kicks
    • The offensive team is awarded a corner kick when the defensive team last contacts a ball that contacts the defense’s goal line netting.
    • Corner kicks will be taken from the black spot marked on the floor.
    • The ball must be kicked from a stationary position.
    • Goals may be scored directly from a corner kick.
  • Penalty Kicks
    • Penalty kicks will be taken from the top of the arc.
    • The goalie must remain on the goal line until the ball is kicked.
    • The remaining players must be 10 yards behind the ball placed at the top of the arc.
    • After an unsuccessful penalty kick:
      • Any player, except for the kick taker, may play the ball directly off of the wall or goalie.
      • The kick taker may play a ball that touches the goalie; however, if the ball touches the wall, the kick taker cannot touch the ball until it touches another player.

Section 8: Goalie Rules

  • Goal Arc
    • The goalie shall have unrestricted movement in the arc area.
    • Any obstruction of a goalie by an opponent in the arc area, intentional or not, shall result in a goal kick.
  • Goalie Restrictions
    • The goalie may use their hands inside of the goal arc.
    • Should the goalie possess the ball, they may not advance the ball past half court by throw without the ball first touching any part of the defensive side of the court or another player.
      • An infraction results in a direct free kick for the opposition at the mid-court line.
      • Goalies may advance the ball past half court by kicking the ball.
    • The goalies may not punt the ball.
      • An infraction results in a direct free kick for the opposition at the mid-court line.
      • Drop kicks that result in the ball hitting the ground before being kicked are allowed.

Section 9: Misconduct and Penalties

  • Ejection
    • Any player receiving two yellow cards during one game will be ejected and must leave the playing field.
    • Any player receiving one red card during one game will be ejected and must leave the playing field.
    • Ejected players must meet with the Intramural Supervisor to fill out information, and will then be required to attend a misconduct meeting with the Assistant Director of Intramural Sports before they can play in the next game.
  • Violations Resulting in a Yellow Card
    • Violations resulting in a yellow card include but are not limited to the following:
      • Persistent rule infringement throughout the game.
      • Shows dissent by word of mouth or action to decisions given by the official.
      • Is guilty of any incidental vulgar or profane language.
      • Is guilty of unsporting conduct.
      • Slide tackling (Whether or not a foul occurs, the act of slide tackling is punishable by a yellow card).
      • Improper substitution.
      • Commits a hand ball in the goal box.
      • Illegal equipment.
  • Violations Resulting in a Red Card
    • Violations resulting in a red card include but are not limited to the following:
      • Is guilty of violent conduct or serious foul play.
      • Is abusive in language or gesture towards a player or official.
      • Persists in misconduct after receiving caution.
  • Timed Penalties
    • Any player who receives a yellow card during a game will serve a 60 second timed penalty in the penalty box and that team will play shorthanded.
    • If a goal is scored by a team playing shorthanded, the player in the penalty box must remain in the penalty box until his penalty time ends.
    • If a goal is scored by the team playing with an advantage:
      • The penalty is over if only one (1) player is in the box.
      • And if there are two (2) players in the penalty box, the player with the least amount of penalty remaining may return to play.

Section 10: Sportsmanship

  • Sportsmanship Rating
    • The game’s Intramural Supervisor and/or officials will determine sportsmanship ratings for each team.
  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.

Section 11: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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9v9 Outdoor Soccer

Section 1: League Format

  • League Overview
    • The league will consist of three regular season matches.
    • Participants will be able to choose which day of the week and what time they play their regular season games by selecting a division within their desired league via scheduling on IMLeagues.
  • Playoff Format
    • Following league play, a single elimination tournament will be played.
    • Team ranking will be based on season performance and sportsmanship ratings.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the season and through the end of semi-final games in the playoffs.
    • Teams will be allowed a maximum of 20 players.
  • Location
    • Games will be played on the Gold Fields.
    • Teams will have a designated field assignment.
      • This assignment can be found online.
      • Please contact the Intramural Supervisor if you need assistance locating your playing location.
  • Supervision
    • Officials will be assigned for all scheduled games.  They will be responsible for officiating the game and providing sportsmanship ratings.
    • An Intramural Supervisor will provide oversight and aid with the operation of the sport.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the field ready to begin at the scheduled time.
      • Please alert the Intramural Supervisor if assistance is needed.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Each team will be made up of nine (9) players on the field.
      • Eight (8) players will play field positions.
      • One (1) player will be the designated goalkeeper.
      • All substitutes must remain in the team boxes along the sidelines.
    • Slide tackling is not permitted at any time (see Section 10).
    • Offside positioning will be enforced (see Section 11).
    • A regulation game will consist of two (2) 20 minute halves.
    • It is required that teams wear uniformly colored shirts to help distinguish one team from another.
    • Shin guards are highly recommended but not required.
  • The Field
    • The playing field has the dimensions of 60 yards wide by 90 yards long.
    • The goal box, located directly in front of the goal, will be 20 yards wide by six (6) yards long.
    • The goals are eight (8) feet high by 24 feet wide.
  • Beginning Play
    • The Intramural Supervisor and officials will assist teams with field assignments.
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the officials.
      • Follow the Official’s instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • Either a coin toss or even/odds game will determine the first choice.
      • The visiting team captain will be designated to make the call.
      • The captain winning the toss/game shall choose one of the following options:
        • Choose to kick-off in the first or second half.
          • If this option is chosen, the remaining captain will choose which side of play to defend in the first half.
        • Choose which side of play to defend in the first half.
          • If this option is chosen, the remaining captain will choose between kicking-off in the first or second half.
      • Upon completion of the toss/game, each team will assume their respective sides and play will begin with a kick-off from midfield.

Section 3: Equipment

  • Equipment Provided
    • A regulation outdoor soccer ball will be provided for play.
    • Players may use their own outdoor balls if both captains and the officials agree prior to play.
  • Illegal and Required Equipment
    • Shoes
      • Players must wear athletic shoes.
      • Shoes must be made up of soft, pliable upper material (molded plastics, canvas, leather, or synthetic) which covers the foot attached to a composition bottom.
      • Shoes with rubber cleats are acceptable; no metal cleats or toe cleats of any kind are permitted. Cleats that are modified or altered to fit the requirements are also not permitted.
    • Attire
      • It is required that teams wear uniformly colored shirts to help distinguish one team from another.
        • Jerseys may be rented from the TREC for $1/jersey.
      • Goalkeepers must wear a distinguishing colored shirt that differs from the color worn by their teammates. Goalkeeper pennies will not be provided by Intramural Staff.
        • Jerseys may be rented from the TREC for $1/jersey.
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
  • Recommended Equipment
    • Shin guards are highly recommended but not required.

Section 4: Players

  • Team Composition
    • Each team will be made up of nine (9) players on the field.
      • Eight (8) players will play field positions.
      • One (1) player will be the designated goalkeeper.
        • All teams are required to have a goalkeeper to play.
    • Teams are permitted a maximum of 20 players on their roster.
    • (Co-Rec Modification) Teams with nine (9) players must have five (5) males and four (4) females or four (4) males and five (5) females.
    • (Co-Rec Modification) Teams with eight (8) may have any of the following:
      • Four (4) males and four (4) females
      • Five (5) males and three (3) females
      • Three (3) males and five (5) females
  • Minimum Team Requirements
    • Games may be started with a minimum of seven (7) players.
    • (Co-Rec Modification) Teams with only seven (7) players must have four (4) males and three (3) females or three (3) males and four (4) females.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Club Sports Players
    • A maximum of two (2) club sports participants are permitted to be on each team’s roster.
  • Substitutions
    • Teams may substitute after scored goals, on throw-ins, goal kicks, corner kicks, and other stoppages of play when the referee allows it.
    • A player wishing to enter into the game as a substitute must report to the center field line, and wait for the approval of the referee to enter the field of play.
    • Players arriving late must first sign-in with the Intramural Supervisor before entering play.

Section 5: Timing

  • Periods
    • A regulation game will consist of two (2) 20 minute halves.
    • The clock will not stop and will be managed by the officials.
    • Halftimes will be a maximum of five (5) minutes long and teams will switch sides at the start of the second half.
  • Time Outs
    • Teams will not receive any time-outs.
    • Injury time outs may be determined only by the officials and/or Intramural Supervisor.
  • Overtime
    • During league play, there are no overtime periods and games will result in a tie.
    • During the playoffs, a five (5) minute overtime period will be played until the first team scores (the “golden goal”).
    • If no goal is achieved in this five (5) minute period, a shootout, taken from the penalty kick location, will occur with the following rules:
      • One (1) goalie for each team will be selected for the shootout.
      • Only five (5) field players.
      • The five (5) players from each team then take alternating penalty kicks in a five (5) kick shootout.
        • The first round of penalty kicks consists of each player taking a shot. The team with the higher number of goals wins.
        • If, after both teams have taken five kicks, both have scored the same number of goals, or have not scored any goals, kicks continue to be taken in the same team order until one team has scored a goal more than the other from the same number of kicks using the remaining eligible participants on the roster for each team.
          • With the exception of the foregoing case, the players who are on the field of play at the end of the match, which includes extra time, are allowed to take kicks from the penalty mark before players who are not on the field may begin taking kicks.
          • Each kick is taken by a different player and all eligible players must take a kick before any player can take a second kick
      • (Co-Rec Modification) Shooters must alternate male/female or female/male.
      • (Co-Rec Modification) No player may shoot twice until all other eligible players for their gender have attempted a shot.
      • The officials will choose the side of field for the shootout. A coin toss (see Section 2.III) will determine who shoots first.
  • Official Game
    • If a game has reached halftime and inclement weather stops play, the game will be over and its score will be considered official.
    • If a game has not yet reached halftime and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Goals
    • A goal is scored only when the entire ball has passed completely over the goal line, between the goal posts and under the crossbar, provided no infraction of the rules has occurred during this process.
    • Goals cannot be scored directly:
      • From throw-ins.
      • From indirect kicks.
    • The clock does not stop after a scored goal.
    • After a scored goal, play resumes with the opposing team kicking off from the center of the field.
  • Mercy Rule
    • If at any time during the final five (5) minutes of the second half a team is ahead by five (5) goals or more, the game shall be ended.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) to zero (0) will be given.

Section 7: Free Kicks and Restart Rules

  • Kick-Off
    • On the kick-off, the ball can be played in any direction.
  • Ten  (10) Yard Rule
    • The ten (10) yard rule pertains to all dead ball situations, excluding throw-ins.
    • Players must stand at least ten (10) yards away from the ball.
      • If the defensive player’s goal is closer than ten (10) yards, the ball shall be played ten (10) yards from the goal, in line with the place of the penalty.
  • Throw-Ins
    • Should the ball go out of play, play is restarted with a throw-in from the nearest spot.
      • The boundary lines are considered in play; the ball must completely cross over the line to be out of play.
    • To be considered legal, the person throwing in the ball:
      • Must be facing the field of play.
      • Have both feet on the ground.
      • Use both hands.
      • Deliver the ball over the head in one continuous motion.
    • A score cannot be awarded from an untouched throw-in.
    • If the ball does not enter the playing field plane, a re-throw will be awarded. If the ball enters the playing field plane, but does not land inbounds, it becomes a turnover and a throw-in is awarded to the opposing team.
    • Illegal throw-ins will result in loss of possession and a throw in for the opposing team. Flip throw-ins are considered illegal throw-ins.
  • Indirect and Direct Kicks
    • Indirect kicks must be touched by another player before a goal may be scored; the following kicks are indirect kicks:
      • Goal kicks
      • Goalie violations (see section 8)
      • Offsides
      • Stoppage due to dangerous play
        • This includes sliding in traffic, provided the slide is NOT an attempt to slide tackle, high kicks, or any other play that an Official rules as dangerous that does not result in contact with another player.
    • Direct kicks may be scored without being touched by another player; the following are direct kicks:
      • Kick-offs
      • Penalty kicks
      • Hand Ball penalty
      • Corner kicks
  • Goal Kicks
    • The defensive team is awarded a goal kick when the offensive team last contacts a ball that crosses the defense’s goal line boundary.
    • The ball must travel outside the penalty area before it may be played by anyone of either team.
      • Infractions of this rule result in a re-kick.
    • The ball must be kicked from a stationary position and may be kicked within the goal area.
  • Corner Kicks
    • The offensive team is awarded a corner kick when the defensive team last contacts a ball that crosses the defense’s goal line boundary.
    • The ball must be kicked from a stationary position.
    • Goals may be scored directly from a corner kick.
  • Penalty Kicks
    • Shall be awarded if, in the Official’s opinion, a scoring opportunity was nullified by an infraction located inside the penalty area.
    • Penalty kicks will be taken from the penalty marker located in the penalty box.
    • After the kick, any player, but the kicker can touch the ball.
    • The ball must go forward on a penalty kick.

Section 8: Goalkeeper Rules

  • Goalkeeper Privileges
    • A goalkeeper may carry, strike, or propel the ball with the hands or arms.
    • Opposing players may not charge, interfere, or impede a goalkeeper’s possession of the ball.
    • The goalkeeper’s privileges do not extend outside of the penalty box. Thus, a goalkeeper cannot use their hands outside of the goal box.
    • Goalkeepers are not allowed to slide feet first to obtain possession of the ball from a player; however, they may hit the ground and dive for the ball.
  • Ball Possession
    • A goalkeeper who takes control of the ball with his hands must release the ball within six (6) seconds of obtaining it.
      • Should the goalkeeper take control of the ball with his hands for longer than six (6) seconds, an indirect free kick at the location of the offense is awarded to the opposing team.

Section 9: Offside

  • Offside Definition
    • Offensive players are considered to be offside if they are nearer to their opponent’s goal line than the second to last defender (the goalkeeper is considered a defender) at the time the ball is played in their direction.
      • Offside can only be enforced in the attacking half of the field.
    • In order to be considered in an offside position, a player must be involved in the play.
      • Involved means “actively participating in the play or seeking to gain an advantage by being in an offside position.”
      • It is possible to be in an offside position and not be penalized – provided that the player is not involved in the play.
  • Offside Enforcement
    • Should the position of an offensive player be ruled offside by an Official, the opposing team receives an indirect free kick at the location of the offside infraction.

Section 10: Slide Tackling

  • Slide Tackling Definition
    • A slide tackle is a maneuver in which one or both feet slide on the ground in an attempt to tackle the ball (whether contact is made or not) while an opponent has possession of the ball or while an opponent is attempting to gain possession of the ball (this includes loose 50-50 balls).
    • Slide tackling is not permitted. Goalkeepers cannot slide with their feet.
  • Slide Tackling Enforcement
    • Slide tackling infractions will be called at the Official’s discretion and will result in an automatic yellow card.
    • Slide tackling will result in a direct free kick.
    • Players lying on the ground may not play the ball if other players are within contact distance. This is considered a dangerous play and will result in an indirect free kick.

Section 11: Misconduct

  • Ejection
    • Any player receiving two yellow cards during one game will be ejected and must leave the playing field.
    • Any player receiving one red card during one game will be ejected and must leave the playing field.
    • Ejected players must meet with the Intramural Supervisor to fill out information, and will then be required to attend a misconduct meeting with the Assistant Director of Intramural Sports before they can play in the next game.
  • Violation Resulting in a Yellow Card
    • Violations resulting in a yellow card include but are not limited to the following:
      • Persistent rule infringement throughout the game.
      • Player shows dissent by word of mouth or action to decisions given by the Official.
      • Player is guilty of any incidental vulgar or profane language.
      • Player is guilty of unsporting conduct.
      • Slide tackling
      • Improper substitution.
      • Player commits a hand ball in the goal box.
      • Illegal equipment.
  • Violations Resulting in a Red Card
    • Violations resulting in a red card include but are not limited to the following:
      • Player is guilty of violent conduct or serious foul play.
      • Player uses abusive language or gestures towards a player or Official.
      • Player persists in misconduct after a caution.

Section 12: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct. 
  • Officials
    • The game’s officials will determine sportsmanship ratings for each of the game’s teams.

Section 13: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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All-Campus Basketball Invite

Section 1: Tournament Format

  • Tournament Overview
    • The tournament format is a single elimination tournament.
  • Location
    • Games will be played in the CREC’s Black and Gold Gym.
    • Teams will have a designated court assignment.
      • This assignment can be found online.
      • Please contact an Intramural Supervisor if you need assistance locating your playing location.  
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the tournament and through the end of the semi-final game.
    • Teams will be allowed a maximum of 20 players.
  • Basketball Jersey Policy
    • Teams must arrive in matching colored and uniquely numbered uniforms.
      • Numbers may not be taped on.
    • Jerseys can be rented from the Equipment Center for $1 per jersey.
  • Supervision
    • Officials will be assigned for all scheduled games. They will be responsible for officiating the game and providing sportsmanship ratings.
    • An Intramural Supervisor will be responsible for the check-in procedure and provide oversight and aid with the operations of the sport.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • All participants must be registered and on the appropriate team roster in IM Leagues in order to check-in with the Intramural Supervisor.  
        • “Ready to play” includes having the proper game equipment and at the court ready to begin at the scheduled time.
      • Please alert the Intramural Supervisor if assistance is needed.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • A regulation game will consist of two (2) 20 minute halves.
      • The clock will stop during the last 30 seconds of the first half and will stop within the last two (2) minutes of the second half.
    • Teams will receive three (3) time-outs PER GAME.
    • Games may be started with a minimum of three (3) players.
    • When a team is leading/losing by any of the following points at the given times, a game shall be ended.
      • 20 points with two (2) minutes or less
      • 30 points with three (3) minutes or less
      • 40 points with four (4) minutes or less
      • 50 points with five (5) minutes or less
  • The Court
    • The playing court will be divided as follows:
      • The overall dimensions will be 50’5’’ by 84”.
      • The court is divided into two (2) halves representing each team’s offensive end.
      • Free throws will be attempted from the 15 foot free throw line.
        • The three (3) lane spaces on each side of the free throw lane indicate where players will line up during free throws.
        • These lane spaces are each three (3) feet wide; no players shall stand on the one (1) foot block preceding the lane spaces.
    • Backboard and Basket Dimensions
      • The basket’s rim is ten (10) feet above the floor and 18 inches in diameter.
      • The backboard is a rectangle shape with six (6) feet of horizontal surface and four (4) feet of vertical surface.
    • Players must remain at their respective benches on the side of the court with the score table.
      • Substitutes must first check in at the score table before entering play.
      • Players shall remain seated on the bench and allow the score table Official room to see the entire court
      • Fans may not be seated on the bench.
  • Beginning Play
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the officials.
      • Follow the officials’ instructions and ask any desired rule clarifications at this meeting.
      • After the captains’ meeting, the officials will signal players when it is time to line up for the jump ball.
  • Jump Ball
    • Two (2) players will meet in court’s center circle in attempt to win first possession.
      • Each player jumping for their team will line up on the opposite side of the basket they are attacking in the first half.
      • The Official initiating the toss shall attempt to toss the ball upwards in a neutral direction.
      • The players jumping may not touch the ball before it reaches the highest point.
        • *Violation – Any such violation results in automatic possession for the opposing team.
      • Should a ball, touched by both jumpers simultaneously, go out of bounds before any other player touches the ball, a re-jump shall be issued.
    • Players not involved in the jump ball shall be anywhere on the court outside of the center circle.
      • Teammates may not occupy positions directly next to one another if an opposing player desires that position on the court.
      • Until the jump is completed, players may not:
        • Attempt to take position of an occupied space.
        • Enter the center circle.
        • *Violation – Any such violation results in automatic possession for the team that does not commit the violation.
    • Whichever team earns the preliminary possession, their opponents will receive the next possession.

Section 3: Equipment

  • Equipment Provided
    • A regulation men’s basketball will be provided for men’s divisions; a regulation women’s ball will be designated for Co-Rec and women’s divisions.
      • Players may use their own basketballs if both captains agree prior to play.  
      • In Co-Rec and women’s divisions, a men’s basketball may only be used if both captains agree prior to play.
    • Extra basketballs may be checked out from the Equipment Center.
  • Illegal and Required Equipment
    • Shoes
      • Players must wear athletic shoes.
      • No boots, street shoes or shoes with marking soles are permitted.
  • Attire
    • It is required that teams wear uniformly colored and uniquely numbered shirts to help distinguish one team from another.
      • Numbers may not be taped on.
      • Cut off shirts shall cover the rib cage
    • Players must wear athletic shorts or pants and shirts as defined in the Participant Handbook Section 2 Article 4.
      • Jeans are not permitted.
      • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
    • Jerseys may be rented from the Equipment Center for $1 per jersey.
    • *Foul – Any such violation results in a technical foul. Technical fouls automatically award the opposing team two (2) points and possession; technical fouls also count as one (1) personal and one (1) team foul.

Section 4: Players

  • Team Composition
    • Each team will be made up of five (5) players on the court.
    • (Co-Rec Modification) Teams with five (5) players must consist of three (3) males and two (2) females or two (2) males and three (3) females.
    • (Co-Rec Modification) Teams with four (4) players must consist of two (2) males and two (2) females.
  • Minimum Team Requirements
    • Games may be started with a minimum of three (3) players.
    • (Co-Rec Modification) Teams with three (3) players must consist of two (2) males and one (1) female or one (1) male and two (2) females.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Substitutions
    • Teams may substitute an unlimited number of players during each stoppage in play.  
      • However, players may not re-enter a game until time has come off the clock.
    • Players may not enter and/or leave the court without checking in with the Intramural Supervisor at the score table.
      • Substitutes must also wait to be waved in by an Official on the court.
      • If two (2) free throws are being taken, substitutes will not enter play until after the first free throw has been shot.
    • Players arriving late must first sign in with the Intramural Supervisor seated at the scorer’s table before entering play.

Section 5: Timing and Timed Violations

  • Periods
    • A regulation game will consist of two (2) 20 minute halves.
      • The clock will stop during the final 30 seconds of the first half and within the last two (2) minutes of the second half.
    • Halftime will be a maximum of five (5) minutes long and teams will switch sides at the start of the second half.
  • Stoppage inside 30 seconds of first half and two minutes during the second half
    • The following will cause the game clock to stop and resume once it legally touches a player inbounds:
      • A foul.
      • A held ball.
      • A violation.
      • A timeout or stoppage of play by the officials.
    • During (a) free throw attempt(s), the clock will remain stopped.
      • The clock will resume once it legally touches another player considered inbounds.
      • *Violation – Should a free throw not contact the rim, the ball shall be passed in and the clock will start once it touches a player inbounds.
  • Timed Violations
    • Three (3) Second Lane Violation
      • Offensive players may not remain in the lane for more than three (3) seconds.
      • To negate the three (3) second count, both of the player’s feet must leave the lane or the player must attack the basket with the ball.
      • *Violation – Any such violation results in a loss of possession.
    • Five (5) Second Violation – Closely Guarded
      • A player in control of the ball is closely guarded when an opponent is in a guarding stance within six (6) feet.
        • The player with the ball has five (5) seconds to break the count.
        • Players may break this closely guarded count by shooting, passing, advancing towards the basket, or establishing a dribbling position that is greater than six (6) feet away from the defender.
        • *Violation – Any such violation results in a loss of possession.
      • Should a team switch defenders on the player with the ball, the five (5) second count is restarted.
    • Five (5) Second Violation – Throw-ins
      • The player throwing in the ball has five (5) seconds to release the ball.
      • *Violation – Any such violation results in a loss of possession.
    • Ten (10) Second Backcourt Violation
      • The offensive team has ten (10) seconds to advance the ball into their offensive half of the court.
      • *Violation – Any such violation results in a loss of possession.
  • Time-outs
    • Teams will receive three (3) time-outs PER GAME.
      • Only two (2) time-outs may be used in the second half.
        • Thus, if a team does not use a timeout in the first half, it will lose one (1) of its time-outs.
      • Teams may use all three (3) time-outs in the first half.
    • Injury time outs may be determined only by the officials and/or Intramural Supervisor.
    • Each team is granted one (1) timeout per overtime period in the playoffs.
      • No time-outs may carry over from the first two (2) halves into an overtime period.
  • Overtime
    • If a game ends in a tie, a two (2) minute overtime period will be played.
      • A jump ball starts the overtime period (see Section 2.III).
      • During the overtime period, the clock will run continuously for the first minute but stop during the last one (1) minute of play.
      • Should an overtime period result in a tie, another overtime period will be played until a winner is determined.
  • Official Game
    • If a game has reached halftime and inclement weather stops play, the game will be over and its score will be considered official.
    • If a game has not yet reached halftime and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.  

Section 6: Scoring

  • Scoring Points
    • Teams are given one (1) point on made free throw attempts.
    • Teams are given two (2) points on made shot attempts inside the three (3) point arch.
    • Teams are given three (3) points on made shot attempts outside the three (3) point arch.
  • Goaltending and Basket Interference
    • Offensive and defensive players may not interfere with a shot attempt once the ball:  
      • Is above the rim and starts its downward flight.
      • Has contacted the backboard.
      • Is in or above the basket’s rim.
    • *Offensive Violation – Any such violation results a negated shot attempt. Possession goes to the defense.
    • *Defensive Violation – Depending on the shot location, any such violation results in two (2) or three (3) points for the offense. The defense receives the ball.
  • Mercy Rule
    • When a team is leading/losing by any of the following points at the given times, a game shall be ended.
      • 20 points with two (2) minutes or less
      • 30 points with three (3) minutes or less
      • 40 points with four (4) minutes or less
      • 50 points with five (5) minutes or less
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) will be given to the winning team and zero (0) to the losing team.

Section 7: Free Throws

  • Free Throw Administration
    • In each half, free throws are awarded during shot attempts for each personal foul (except player control fouls) committed.
      • If the player is fouled inside of the three (3) point arch, two (2) free throws are awarded.
      • If the player is fouled outside of the three (3) point arch, three (3) free throws are awarded.
      • If the player makes the basket during the foul, the basket will count and one (1) additional free throw is awarded.
    • After the seventh team foul in a half, a one-and-one free throw situation will occur.
      • If the player makes the first free throw, a second free throw may be taken.
      • If the player misses the first free throw, the ball is live once it hits the rim.
      • After the tenth team foul in a half, two (2) free throws will be awarded.
  • Free Throw Positioning
    • The player shooting the free throw(s) may not cross the free throw line until their shot makes contact with the rim.
    • The players who are not shooting may fill the three (3) free throw lane spaces on each side of the free throw lane or remain outside of the three (3) point arch (see Section 2.II).
      • Players in free throw lane spaces CANNOT enter the lane until the free-thrower has released the ball.
      • No players shall stand on or below the one (1) foot block preceding the lane spaces.
      • Defensive players are entitled to the first and third free throw lane spaces on each side of the free throw lane.
      • Offensive players are entitled to the second free throw lane spaces on each side of the free throw lane.
      • Should a lane space be unoccupied by the correct player, the opposing team MAY NOT occupy that spot.
      • The players remaining outside of the three (3) point arc and shooter must remain outside the arc until the free throw attempt contacts the rim.
  • Fouls NOT Resulting in Free Throws
    • Free throws will not be shot for the following fouls:
      • Intentional Fouls – automatic two (2) points and possession at the point of interruption
      • Flagrant Fouls – automatic two (2) points and possession at the point of interruption
      • Technical Fouls – automatic two (2) points and possession at the mid-court line opposite the table
      • Player Control Fouls – possession of the ball at the spot of the foul
    • For more information on foul types, see Section 11.

Section 8: Out of Bounds and Throw-Ins

  • Out of Bounds
    • Should the ball contact or cross over any part of the court boundary lines, contact a person who is out of bounds, contact the ceiling, or contact any of the backboard supports, a throw-in will be awarded to the team who did not touch the ball last.
    • If a ball has gone out of bounds, the throw-in is taken as near to that spot as possible.
  • Throw-In Location
    • Throw-ins occur after:
      • A ball goes out of bounds.
      • A violation is committed.
      • A foul that does not award free throws occurs.
    • The Official(s) will designate the throw-in location before handing the player the ball.
    • The player throwing in the ball is restricted by a three (3) foot wide area; the player may, however, be as deep or as shallow to the court as they desire.
      • *Violation – Any such violation results in a loss of possession.
  • Legal and Illegal Throw-Ins
    • Legal Throw-Ins
      • A player may dribble during the throw-in.
      • A player cannot be called for traveling during a throw-in.
    • Illegal Throw-ins
      • A player may not step over the court boundary line at any time during a throw-in.
      • A player may not make a basket directly from a throw-in.
      • The ball may not touch the outside boundary line on the floor.
      • *Violation – Any such violation results in a loss of possession.
  • Defensive Positioning
    • Defenders must give the offensive player a minimum of three (3) feet of space from the court boundary line and cannot cross over that imaginary plane.
    • *Foul – Should the defensive player intentionally cross over the plane after initial warnings from the Official, a technical foul results. Technical fouls automatically award the opposing team two (2) points and possession; technical fouls also count as one (1) personal and one (1) team foul.

Section 9: Legal and Illegal Dribbles

  • Traveling
    • Once established, a pivot foot must remain on the floor, but the non-pivot foot may move freely.
      • Upon receiving the ball, a pivot foot is or may be established as follows:
        • If both feet are off the floor and the player lands:
          • Simultaneously on both feet then either foot may be used to pivot.
          • On one (1) foot, followed by the other then the first foot is the pivot foot.
          • On one (1) foot and jumps off of that foot to land on two (2) feet then neither foot may be used to pivot.
        • If one (1) foot is on the floor:
          • It is the pivot foot when the other foot touches in step.
          • The player may jump off of that foot and land on two (2) feet then neither foot may be used to pivot.
      • If the player is attempting to dribble, the dribble must be released to the ground before the pivot foot is lifted.
      • Should the player leave the ground to shoot or pass, the ball must be released before the pivot foot returns to the ground.
    • A player may not fall to the ground while in possession of the ball.
    • *Violation – Any such violation results in a loss of possession.
  • Double Dribble
    • Once a player’s dribble ends, they may not dribble a second time, unless control is lost:
      • During a shot attempt.
      • After a touch by an opponent.
      • After a pass or fumble – accidental loss of player control when the ball unintentionally drops or slips from a player’s hands – contacts another player.
    • *Violation – Any such violation results in a loss of possession.
  • Carrying/Palming the Basketball
    • A player dribbling the ball may not place the dribbling hand underneath the ball thus momentarily holding or carrying the ball while dribbling.
    • *Violation – Any such violation results in a loss of possession.
  • Backcourt Violation
    • Once the offense establishes team control in the frontcourt (both feet must cross with possession of the ball), the offense may not contact the ball in the backcourt unless the last touch came from a defensive player.
    • *Violation – Any such violation results in a loss of possession.

Section 10: Possession Arrow

  • Initial Possession
    • Once a successful jump ball establishes the initial possession of the game, the opposing team will receive the possession arrow in their favor.
    • Should an unsuccessful jump ball occur, the jump will be retried until the game’s initial possession is established.
  • Reasons for Alternating the Possession Arrow
    • Prior to any change in the direction of the possession arrow, the team in favor of the current possession arrow will receive possession during any of the following situations:
      • A simultaneous held ball by one (1) player from both the offense and defense.
      • At the start of the second half.
      • The ball becomes lodged between the backboard and the rim.
      • Officials are unable to determine possession on a ball that is simultaneously contacted by each team and goes out of bounds.
    • After the team legally receives possession, the possession arrow then changes in favor of the opposition.   

Section 11: Fouls

  • Foul Enforcement
    • An Official’s whistle signals the stop of play during a foul.
    • Players must wait for the officials report to the score table before play may resume.
    • Listen to the officials’ commands when enforcing throw-in spots and free throw lane positions.
  • Personal Foul
    • *Foul – A personal foul is a player foul which involves illegal contact with an opponent while the ball is live, which hinders an opponent from performing normal offensive or defensive movements.
    • Personal fouls also apply during any contact by or on an airborne shooter when the ball is dead.
  • Player-Control Fouls
    • *Foul – Should a player in possession of the ball commit a foul, a player-control foul results. Any such foul results in a loss of possession but never results in foul shots.
    • Players with the ball may not charge into a defender who has established a legal guarding position.
  • Team-Control Fouls
    • *Foul – Should a player without the ball from the team in possession commit a foul, a team control foul results. Any such foul results in a loss of possession but never results in foul shots.
    • Players who set an improper screen receive team-control fouls.
  • Double Fouls
    • *Foul – A double foul occurs when two (2) players on opposing teams commit personal fouls against each other simultaneously. In any such situation, possession will remain with the team who had control prior to the point of interruption.
    • Double technical fouls may also be given.
  • Intentional Fouls
    • *Foul – If a player uses contact to neutralize an opponent’s advantageous position without attempting to make a play on the ball that contact will result in an intentional foul. Intentional fouls automatically award the opposing team two (2) points and possession; intentional fouls also count as one (1) personal and one (1) team foul.
    • Intentional fouls may or may not be premeditated.
    • In severe cases, intentional fouls may also be deemed technical fouls.
  • Flagrant Fouls
    • *Foul – A flagrant foul may be a personal or technical foul that is violent or savage in nature. Actions warranting a flagrant foul include but are not limited to: striking, kicking, and kneeing. Flagrant fouls automatically award the opposing team two (2) points and possession.
    • Flagrant fouls may occur during live or dead ball situations.
  • Technical Fouls
    • *Foul – Technical fouls automatically award the opposing team two (2) points and possession; technical fouls also count as one (1) personal and one (1) team foul. Technical fouls will be given for the following reasons:
      • Any disrespectful, inappropriate, or abusive comments/actions towards another player or Official.
      • A foul by a non-player.
      • An intentional or flagrant foul during a dead ball period.
      • An administrative violation.
        • This includes illegal equipment and failure to sign in on the scorecard.
      • Dunking or grasping the rim during pregame warm-ups.
    • Should a player receive two (2) technical fouls over the course of a game, that player will be ejected.  
    • Excessive player or team technical fouls over the course of the season will result in temporary suspension until a meeting with the Intramural Staff occurs.
      • Should a player receive three (3) total technical fouls, they will be temporarily suspended.
      • Should a team receive four (4) total technical fouls, they will be temporarily suspended.

Section 12: Sportsmanship

  • Minimum Rating
    • Teams/Participants must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct. 
    • Officials
      • The game’s officials will determine sportsmanship ratings for each of the game’s teams.

Section 13: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
    • Rule Interpretation Protests
      • Rule interpretation questions must be declared immediately after the play in question.
      • Rulings involving judgment MAY NOT be protested.
      • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Bowling

Section 1: League Format

  • League Overview
    • The league will be five weeks long and consist of two games per match.
      • Two (2) points will be awarded to the winner of each game.
      • One (1) bonus point will be awarded to the team with the highest two-game totals.
    • Participants will be able to choose which day of the week and what time they play their tournament games via the instant scheduling process.
  • Playoff Format
    • Following season play, the top two (2) teams per division will compete in the playoffs. If only one division is needed then the top four (4) teams will compete in the playoffs.
    • Playoffs will be a one (1) day, two (2) games, winner-take-all format.
      • There is no head-to-head competition and no bracket. The team with the highest total pins plus handicap will be declared the winner.
        • Tie Breaker: if two or more teams tie with the same amount of net pins then the winner will be determined by the highest total of pins without handicaps.
  • Location
    • Games will be played at the Purdue Memorial Union’s Rack and Roll location.
    • Teams will have a designated league day and time.
      • This assignment can be found in IM Leagues.
      • In the event of a conflict with the scheduled date, teams may request to bowl unopposed before the regularly scheduled match.
        • All pre-bowling must be completed before the normal league time.
        • Pre-bowling must be scheduled through the Manager of Rack and Roll.
        • The Rack and Roll staff must be notified prior to starting your game.
  • Supervision
    • Intramural Supervisors will be on-siteAn Intramural Supervisor will provide oversight and aid with operations of the sport.
      • Please alert the Intramural Supervisor or Rack and Roll staff if assistance is needed.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the lane ready to begin at the scheduled time.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Staff will strictly enforce these policies. 

Section 2: The Game

  • Brief Overview
    • A game consists of ten (10) frames.
    • A player must deliver two (2) balls in each of the first nine (9) frames unless a strike is scored.
    • In the 10th frame, a player delivers three (3) balls if a strike or spare is scored.
    • Every frame must be completed by each player bowling in regular order.
  • The Lanes
    • The Rack and Roll will provide standard size bowling lanes.
  • Beginning Play
    • Upon arrival, teams must check-in with the Rack and Roll staff.
    • The Rack and Roll staff will then coordinate lane locations and start times with participants.

Section 3: Equipment

  • Equipment Provided
    • House balls will be available on a first-come-first-serve basis.
    • Players may use their own bowling balls as long as they conform to USBC regulations.
  • Illegal and Required Equipment
    • Proper bowling shoes must be worn during play.
      • Participants can rent shoes from the Rack and Roll at the regular rate ($2.25/pair).
    • Players must wear shirts.
    • No special equipment that adds force to the ball may be used to put the ball into play.
    • Altering the surface of a bowling ball by the use of abrasives while bowling in USBC competition is prohibited.
      • Any bowling balls so altered must be removed from the remainder of competition.
      • Competition is defined as the remainder of the current game and remaining game(s) in the series.
  • Optional Equipment
    • Any optional equipment such as rosin, alcohol, or skin patches are the sole responsibility of the participant.
    • The use of approved cleaning agents such as isopropyl (rubbing) alcohol and polishing machines is permissible.

Section 4: Players

  • Team Composition
    • Each team will be made up of three (3) players bowling in regular order.
    • (Co-Rec Modification) Teams may consist of either two (2) men and one (1) woman or one (1) man and two (2) women.
  • Minimum Team Requirements
    • A minimum of two (2) bowlers, including pre-bowled scores, must be present to start any match.
    • (Co-Rec Modification) Teams with only two players must have one (1) male and one (1) female.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Substitutions
    • Prior to each match, substitutions are unlimited.
    • Once play begins, no substitutions are permitted.
  • Roster Restrictions
    • A player must bowl during the first four weeks of the regular season in order to bowl in week 5 or the playoffs.  No new player without a handicap will be permitted to bowl in the final week of the regular season or playoffs

Section 5: Scoring

  • Scoring
    • A game consists of ten (10) frames.
    • A player must deliver two (2) balls in each of the first nine (9) frames unless a strike is scored.
    • In the 10th frame, a player delivers three (3) balls if a strike or spare is scored.
    • Every frame must be completed by each player bowling in regular order.
    • All scoring is handled electronically by the Rack and Roll’s system.
    • Players should familiarize themselves with scoring in case of a mechanical failure (see Section 5.III).
  • Handicap
    • Handicaps will be figured as 100% of 200 pins.
    • After the first week of bowling, each bowler will have a handicap that will be used to add to their team’s score every week.
      • Handicaps will be calculated and retroactively enforced to determine the winner of the first week.
      • A substitute bowlers’ handicap will be figured after the first week that they bowl and will be retroactively enforced on the game they bowled.
  • Bowling Scoring Terminology
    • Strike
      • A strike is scored when all ten (10) pins are knocked down by the player’s first throw at the pins.
        • No second throw is taken after a strike.
    • A frame in which a strike is scored will count for ten (10) pins plus the next two (2) throws.
    • Spare
      • A spare is scored when, after both of the player’s two throws, all ten (10) pins have been knocked down.
      • A frame in which a spare is scored will count for ten (10) pins plus the next throw.
    • Open
      • An open is scored when a player fails to knock down all ten (10) pins with two (2) throws.
      • Such a frame will be scored as the number of pins in that frame only.
    • Delivery
      • A delivery is made when the ball leaves the player’s possession and crosses the foul line into playing territory.
    • Foul
      • A foul occurs when a part of the player’s body encroaches on or goes beyond the foul line and touches any part of the lane, equipment or building during or after a delivery.
      • Foul lines extend infinitely to any part of the bowling center that is beyond the foul line.
        • Touching the columns or walls at the Rack and Roll is considered a foul.
  • Absentee Scores
    • Absentee scores will be allowed when a team has a legal lineup, but less than a full lineup at the start of any game in a series.
      • The absentee score will be the absent member’s average minus ten (10) pins.
    • If a team has an incomplete roster, a score of 100 shall be used for any vacant players.

Section 6: Legal and Illegal Pinfall

  • Legal Pinfall
    • Pins to be credited to a player following a legal delivery shall include:
      • Pins knocked down or off the lane surface by the ball or another pin.
      • Pins knocked down or off the lane surface by a pin rebounding from a side partition or rear cushion.
      • Pins knocked down or off the lane surface by a pin rebounding from the sweep bar when it is at rest on the pin deck before sweeping dead wood from the pin deck.
      • Pins that lean and touch the kickback or side partition. All such pins are termed dead wood and must be removed before the next delivery.
    • No pins may be conceded, and only pins actually knocked down or moved entirely off the playing area of the lane surface as a result of a legal delivery may be counted.
  • Illegal Pinfall
    • When any of the following occur, the delivery counts but the resulting pinfall does not:
      • A ball leaves the lane before reaching the pins.
      • A ball rebounds from the rear cushion.
      • A pin rebounds after coming in contact with the body, arms or legs of a human pinsetter.
      • A pin is touched by mechanical pin-setting equipment.
      • Any pin knocked down when dead wood is being removed.
      • Any pin knocked down by a human pinsetter.
      • The player commits a foul.
      • A delivery is made with dead wood on the lane or in the gutter and the ball contacts such dead wood before leaving the lane surface.
      • A delivery is made with dead wood on the lane or in the gutter, and a pin, after coming into contact with the dead wood, knocks down one (1) or more pins.
    • If an illegal pinfall occurs and the player is entitled to additional deliveries in the frame, the pin(s) illegally knocked down must be re-spotted where it (they) originally stood before the delivery of the ball.

Section 7: Improperly Set Pins

  • Player’s Responsibility
    • It is each player’s responsibility to determine if a setup is correct.
      • The player must acknowledge any such issues prior to delivering the ball.
      • If the player does not acknowledge an incorrect setup, the delivery setup is deemed acceptable.
    • If it is discovered immediately after the delivery that one or more pins are set improperly, but not missing, the delivery and resulting pinfall count.
  • Permissible Change
    • No change can be made in the position of any pin(s) left standing after the bowler’s first delivery, unless:
      • The pinsetter moved or misplaced any pin(s).
      • Any standing pin(s) is (are) outside the range of the sweep bar.
    • Any such pin(s) will be re-spotted where it (they) originally stood before the delivery.

Section 8: Miscellaneous

  • Rebounding Pins
    • Pins that rebound and stand on the lane shall be counted as standing pins.
  • Bowling on the Wrong Lane
    • During play, a dead ball shall be called and the player(s) required to re-bowl on the correct lane when:
      • One (1) player bowls on the wrong lane.
      • One (1) player from each team bowls on the wrong lanes simultaneously.
    • If more than one (1) player on the same team bowls on the wrong lane in turn, all deliveries stand as bowled.
      • Upon discovery, players shall bowl on the correctly assigned lanes.
  • Delay of Game
    • No unreasonable delay in the progress of any game is permitted.
    • If a player refuses to proceed with a game after being directed to do so by the Rack and Roll Staff, the game or series shall be declared forfeited.

Section 9: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Cornhole

Section 1: Event Format

  • Event Overview
    • This dual competition will be held on one day.
    • Participants will only be able to play on the specified event day and time.
    • A single elimination tournament bracket will be used.
      • Bracket seeding is determined by team check-in with the Intramural Supervisor.
  • Location
    • The event will take place at the Gold Fields.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the tournament and through the end of the semi-final game.
    • Teams will be allowed a maximum of 20 players.
  • Supervision
    • The Intramural Staff will operate the event.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit
    • An Intramural Supervisor will provide oversight and aid with the operations of the sport.
      • Please alert the Intramural Supervisor or staff if assistance is needed.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • A 15 minute time limit applies to all matches prior to the championship game.
    • An inning consists of two (2) individuals throwing four (4) alternating shots against one another.
      • Scoring does not change until the inning is completed and all eight (8) bags have been thrown.
      • Players will alternate throws until the completion of the inning.  
    • Scoring of points will be as follows:
      • Three (3) points for each bag legally through the playing board hole.
      • One (1) point for each bag legally on the playing board at the end of each inning.
      • Zero (0) points for any foul bag or any bag that does not remain on the playing board at the end of each inning.
    • At the end of each inning, points scored for each team will cancel out (see Section 6.III).
  • Board Distance
    • Playing boards should be placed at a distance of 27 feet, or nine (9) yards, from the front of each board.
    • The front of each board should be parallel to one another. Boards may be adjusted if they are favoring a certain direction.
  • Beginning Play
    • The Intramural Supervisor will assist teams with board assignments.  
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the Intramural Supervisor.
      • Follow the Intramural Supervisor’s instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • Either a coin toss or even/odds game will determine the first choice.
      • The visiting team (or lower seeded) captain will be designated to make the call.
      • The captain winning the toss/game shall choose one of the following options:
        • Choose to throw first or throw second.
          • If this option is chosen, the remaining captain will choose which pair of opponents throw first.
        • Choose which pair of opponents throw first:
          • If this option is chosen, the remaining captain will choose to throw first or second.
      • Upon completion of the toss/game, all players will assume their respective sides and play will begin.
        • Partners should line up across from each other.
        • Thus, players from opposing teams should occupy the throwing space next to each playing board.

Section 3: Equipment

  • Equipment Provided
    • Eight (8) corn bags will be provided for each match.
      • Bags should be a minimum of six (6) by six (6) inches and weigh between 14 and 16 ounces.
      • Players may use their own bags provided they meet the above requirements.
    • Two (2) playing boards will be provided for each match.

Section 4: Players

  • Team Composition
    • Each team will be made up of two (2) players.
    • Both players must be present to start or continue a game.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Substitutions
    • Substitutions can be made up to the start of the first scheduled match.
    • Once the tournament begins, no substitutions are permitted.

Section 5: Timing

  • Time Limit
    • A 15 minute time limit applies to all matches prior to the championship game.  
    • The championship game shall be untimed.
  • Overtime
    • If the game is not finished at the time limit, the inning in progress will finish (see Section 6.1).
    • Should a match score be tied at the time limit, teams will play (a) sudden death inning(s) until a team outscores their opponents.
  • Official Game
    • If the event is no longer able to be completed due to inclement weather, either:
      • The participants who have advanced in the tournament will be the only ones eligible to win the event.
      • The event will be cancelled.
    • Check with the Intramural Staff and/or Intramural Office for more information. 

Section 6: Scoring

  • Innings
    • An inning consists of two (2) individuals throwing four (4) alternating shots against one another.
    • Scoring is not calculated until the inning is completed and all eight (8) bags have been thrown.
  • Scoring Values
    • Each bag thrown into the hole on the playing board shall be worth three (3) points.
      • Bags that are knocked into the hole by another bag still count as three (3) points.
    • Bags that remain on the board at the end of each inning count for one (1) point each.
      • Bags that skip onto the board or contact the ground or any other objects shall not receive any points and should be removed from the playing board prior to the subsequent throw.
    • Any bags off of the playing surface at the end of each inning receive zero (0) points.
      • This excludes any bags thrown through the hole (see above).
  • Cancellation
    • At the end of each inning, points scored for each team will cancel out.  
    • To cancel out points each inning, subtract the team with the lowest total points scored from the team with the highest total points scored.
      • If the number is greater than zero (0), that number is applied to the team's cumulative point total for the match.
      • If the number is zero (0), neither team receives any points for the inning.
  • Winning the Game
    • The match is played until one (1) team reaches or surpasses 21 points at the completion of an inning.
    • The last inning must be fully played out since points may cancel out.
    • Teams do not need to win by two (2).

Section 7: Delivery and Fouls

  • Delivery Side
    • A player may choose which side of the board they wish to deliver from.
      • Two (2) opponents may both deliver from the left or right side of the playing board in any given inning since shots are alternated.
    • Once a player has chosen a side to throw from in an inning, that player may not switch sides until the inning is completed.
  • Foul Bags
    • A foul bag is a bag which was delivered in non-compliance with one of the rules of the game.
    • Foul bags receive zero (0) points and should be removed from the playing board.
    • If any bag legally on the playing board has been knocked off the playing board by a foul bag, it should be returned to the scoring area in a similar position.
      • Bags knocked into the hole by a foul bag must also be returned to their original position.
    • The following are considered foul bags:
      • Any bag thrown when the contestant has made contact with or crossed over the foul line before the bag is released.
      • Except as provided above, any bag thrown when the player has started or stepped completely outside the pitching box before releasing the bag.
      • Any bag not delivered within an appropriate amount of time (NO stalling).
        • If a team is believed to be stalling, contact an Intramural Supervisor.
      • A bag delivered from a different side of the playing board as a previous bag in an inning.
      • Any bag that contacts the ground before coming to rest on the playing board.
      • Any bag that leaves a player's hand once the final forward swing of the delivery process has started shall count as a thrown bag.  
        • A bag that is accidentally dropped by a player before the final forward swing has started shall not be considered a foul and may be picked up and thrown again.
      • A player's bag shall be called foul if the player removes any bag before the scoring of that bag has been agreed upon.
        • An Intramural Supervisor shall be called if a decision cannot be reached.  
        • The Intramural Supervisor shall determine the scoring for the inning.  
  • Foul Line
    • The foul line runs parallel to the front of the cornhole board.
    • Players must release the bag prior to stepping over the foul line.

Section 8: Throwing Rotation

  • Initial Rotation
    • The initial rotation shall be decided by the coin toss (see Section 2.III).
    • Players will alternate throws until the completion of the inning.  
  • Subsequent Rotations
    • Should a player score points at the conclusion of any inning, that player's teammate will throw first in the following inning.
    • Should no points be scored in a given inning, the team that threw first in the previous round will throw first again at the start of the next round.

Section 9: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Disc Golf

Section 1: League Format

  • League Overview
    • The league will consist of five regular season matches.
  • Playoff Format
    • Following league play, the top two individuals per division will advance to the championship flight.
      • This will be determined by overall score accumulated throughout the regular season, not each player's win-loss record. 
    • The player with the lowest score in the Championship Flights will be declared the Intramural League Champion. 
  • Location
    • The event will take place at both the Slayter Hill Course and Pickett Park Course.
    • Players should meet the Intramural Supervisor at Hole 1 of Slayter Hill. 
  • Season Structure
    • Regular Season
      • Each match of the regular season will consist of one round of nine (9) holes. 
      • Match locations will alternate weekly. 
        • Weeks 1, 3, and 5 will be played at Slayter Hill. 
        • Weeks 2 and 4 will be played at Pickett Park. 
    • Championship Flight
      • Each match of the Championship Flight will consist of one full round of eighteen (18) holes. 
        • The nine (9) holes of Slayter Hill and the nine (9) holes of Pickett Park will both be played to make up the match. 
  • Supervision
    • The Intramural Staff will operate the event.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • All participants must be registered and on the appropriate team roster in IM Leagues in order to check-in with the Intramural Supervisor.
        • “Ready to play” includes having the proper game equipment and being at the location ready to begin at the scheduled time.
    • An Intramural Supervisor will provide oversight and aid with the operations of the sport.
      • Please alert the Intramural Supervisor or staff if assistance is needed.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • The game consists of throwing a flying disc from the teeing area to the target on successive throws.
    • Scoring for each individual hole is calculated by counting the number of throws completed to get the disc into the target, plus any penalties that may have been incurred.
    • The round score is calculated by adding the scores of each completed hole.
    • After every participant has completed both courses (18 holes), the player with the lowest score is the winner.
      • In the case of a tie at the end of competition, the tied players will complete holes again in a sudden death format. As soon as one player scores higher than the other on a playoff hole the match is over and the lower scoring player is deemed the winner.
  • The Course
    • The event will be held at the Disc Golf Course on Slayter Hill and Pickett Park (displayed on the last page of these rules).
      • The Slayter Hill course and Pickett Park course each have nine holes.
      • Between the two courses, the total 18 hole course has a distance of 6,105 feet and a par of 60.
    • The teeing area for each hole is marked by a brick or mulch rectangle.
    • The target for each hole is a basket with the hole number on top.
  • Beginning Play
    • The Intramural Supervisor will assist players with tee assignments.
    • Captains’ Meeting
      • Prior to the start of play, each participant will be required to meet with the Intramural Supervisor.
      • Follow the Intramural Supervisor’s instructions and ask any desired rule clarifications at this meeting.
  • Order of Play
    • A disc flip will determine the initial throwing order on the first hole.
    • One player will flip a disc, much like a coin, while the other calls heads or tails, heads being the face of the disc and tails being the bottom.
    • If the player correctly calls the flip, he or she may elect to throw first, or he or she may defer the first throw to the opposing player.
    • If the player incorrectly calls the flip, the same options will be given to the opposing player.
    • On all subsequent throws, the player furthest from the target throws before the player closer to the target.
    • On all subsequent tee boxes, the player with the lowest score on the previous hole will throw first.
      • If players have the same score on the previous hole, the player who threw first on that hole will throw first again.

Section 3: Equipment

  • Equipment Provided
    • Discs will not be provided for the event. However, Innova Discs can be rented at the TREC Member Services.

Section 4: Gameplay

  • Teeing Off
    • Each hole begins with a player throwing the disc from the teeing area.
    • As the disc is released, the player must be in contact with the teeing area.
    • A player may not be outside of the teeing area as the disc is released, but may complete his or her follow-through outside of the teeing area.
  • Marking the Lie
    • After each throw, the disc must be left where it came to rest until its lie is marked before it can be picked up.
      • This can be done by placing a mini marker disc on the playing surface between the hole and the disc in line with the thrown disc.
  • Subsequent Throws
    • After a player has teed off, he or she must complete all subsequent throws to the target from where the disc landed on the previous throw.
    • Subsequent throws must be made from behind the marker from the previous throw.
      • Similar to teeing off, the player must be in contact with the playing surface as the disc is released
      • The player must be behind the marker as the disc is released, but may complete the follow through past the marker.
  • Putting
    • Putting is defined as any throw within ten (10) meters of the target.
    • When putting, a player may not complete the follow through past the marker.
  • Holing Out
    • A player completes a hole when he or she throws the disc and it comes to rest within the chains or the tray of the target, also known as holing out.
      • A disc resting on top of the target or below, not within the chains or the basket, has not been holed out.
    • Upon holing out, a player counts how many throws it took to do so plus any penalties incurred and determines his or her hole score.

Section 5: Penalties

  • Obstacles and Relief
    • Players may not move any obstacle that obstructs their throw. They must use a stance that results in the minimum amount of movement of the obstacle.
      • A player’s throwing motion may result in incidental movement of an obstacle.
    • Players are allowed to take optional relief. The lie must be relocated to a new lie that is further from the hole than the original lie and on the line of play.
      • Optional relief results in a one-throw penalty.
  • Out of Bounds
    • A disc that comes to rest completely in the out of bounds area will be deemed out of bounds.
      • An out of bounds throw results in a one-throw penalty.
    • Players must reposition their out of bounds disc in one of the following ways:
      • A player may choose to re-throw the disc from the previous lie.
      • A player may mark the disc up to one (1) meter away on a line perpendicular to the out of bounds line where it last crossed out of bounds.
    • If a disc comes to rest within one (1) meter of the out of bounds line, a player may reposition it up to one meter from the out of bounds line on a line perpendicular to the discs current lie.
    • Players may not be in contact with the out of bounds areas as they complete their throw.
      • A player who completes his or her throw from an out of bounds area incurs a one-throw penalty.
  • Optional Re-throws
    • If a player is displeased with their throw, they may elect to re-throw the disc from the same lie as the original throw.
      • The player’s original throw and a penalty throw will be added to his or her score, so that the new throw will be the third throw or higher.
  • Interference
    • A throw that hits another player or spectator shall be played where it comes to rest.
    • If a throw is intentionally deflected or caught by another player, the throwing player may elect to re-throw without penalty.
      • The player who intentionally deflected the thrown disc or altered its lie is subject to a two-throw penalty.
  • Disc Above (or Below) the Playing Surface
    • After a throw, the disc may come to rest above or below the playing surface, such as being caught in a tree.
    • The disc shall be marked on the playing surface directly below where it came to rest.
      • If directly below the disc is out of bounds, the disc is declared out of bounds and the proper penalties are used (as shown in Section 6.II).
      • If directly below the disc is another obstacle, the disc will be marked on the line of play directly behind the obstacle.
      • A disc that comes to rest more than two (2) meters above the playing surface will be marked directly below where it came to rest.
  • Throwing from Another Player’s Lie
    • A player who throws from a different players lie, either intentionally or accidentally, is subject to a two-stroke penalty.
    • The player whose lie was thrown from will complete their throw from the proper lie.
  • Lost Discs
    • A disc is declared lost if it cannot be located within three (3) minutes of arriving at the spot where the disc was last seen.
      • If a disc is lost the player will incur a one-throw penalty and must throw from his or her previous lie.
  • Excessive Time
    • A player must complete a throw within 30 seconds of arriving at their disc or, if the player is throwing second, the previous player throwing.
      • It is the job of an opposing player to enforce this rule. The opposing player must bring the excessive time violation to the attention of the player. The first infraction announced results in a warning. All subsequent infractions will result in one-throw penalty. 

Section 6: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Doubles Tennis League

Section 1: Tournament Format

  • League Overview
    • The league will consist of a five match, round robin format.
  • Playoff Format
    • Top two teams in the standings of each league will advance into a championship tournament.
  • Location
    • Games will be played at the Schwartz Tennis Center located at 1324 McCormick Road, West Lafayette, Indiana 47906.
    • Individuals/Teams will have a designated court assignment.
      • This assignment will be given when player(s) sign in.
      • Please contact an Intramural Supervisor if you need assistance finding your playing location.  
  • Supervision
    • No Officials will be present.
      • Players are responsible for making their own calls.
      • It is recommended that any disagreements should be determined by a replay of that point.
    • An Intramural Supervisor will provide oversight and aid with operations of the sport.
      • Please alert the Intramural Supervisor if assistance is needed.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the court ready to begin at the scheduled time.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Players will change sides of the court at the end of the first, third and every subsequent odd game of the set.
    • During the serve, the ball must clear the net and land in the appropriate service court (see Section 7).
    • Balls landing on the boundary lines are considered in play.
  • The Court
    • The playing court has the dimensions 27 feet wide by 78 feet long for singles and 36 feet wide by 78 feet long for doubles.
    • Players must serve behind the baseline to the left or right of the center line – depending on the point (see Section 7 and Section 8).
    • Serves must land within the appropriate service box before being returned (see Section 7).
  • Beginning Play
    • The Intramural Supervisor will assist individuals/teams with court assignments.
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the Intramural Supervisor.
      • Follow the Intramural Supervisor’s instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • After the warm-up period, a game of spinning the racquet will determine the first choice.
      • The captain winning the game shall choose one of the following options:
        • Choose to serve or receive first.
          • If this option is chosen, the remaining captain will choose which side of the net they will begin play on.
        • Choose which side of the net to begin play on.
          • If this option is chosen, the remaining captain will choose between serving or receiving first.
      • Upon completion of the coin toss, each team will assume their respective sides and play will begin.

Section 3: Equipment

  • Equipment Provided
    • Regulation racquets and tennis balls will be provided.
    • Players may use their own equipment as long as they meet the United States Tennis Association specifications.
  • Illegal and Required Equipment
    • Players must wear non-marking athletic shoes.
    • Attire
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.

Section 4: Composition

  • Doubles Composition
    • An official team shall consist of two (2) for doubles play.
    • (Co-Rec Modification) Teams must be composed of one (1) male and one (1) female.
  • Substitutions
    • Substitutions may be made up until a match starts.
    • Once the first serve is made by either player, substitutions may not be made.

Section 5: Timing

  • Time Limit
    • A 50 minute time limit will be enforced by the Intramural Supervisor.
    • A five (5) minute warm-up will be given prior to the match’s official start.
    • Should the time limit be called, games currently underway may be finished.
      • A set must be fully completed for it to count toward the set score. For example, if player A won the 1st set but is down 2-1 games in the 2nd set when the time limit is called, the match will end and player A will win with a score of 1-0 sets.
    • The time limit will be enforced for each match except for the championship match.
  • Timeouts
    • Players will not receive any timeouts.
    • Injury timeouts may be determined only by the Intramural Supervisor.
  • Tiebreaker
    • Should the set score be tied 3-3 or tied at the time limit or the match score tied at one (1) set apiece, a tiebreak is played first to seven (7) points.
    • The winning team must win by two (2) or be the first to reach ten (10) points.
    • Service will alternate every odd numbered serve (after the 1st, 3rd, 5th serve…).
      • Players will switch ends after every six (6) points.
      • The player who last received will start the tiebreak with the serve.
  • Official Game
    • If at least one (1) set has been completed and inclement weather stops play, the game will be over and its score will be considered official.
    • If at least one (1) set has not been completed and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Winning the Match
    • Matches will be best two (2) out of three (3) sets with a tiebreaker played in lieu of the third set.
    • A player must win four (4) games to win the set. A tiebreaker will be played at 3-3 in each set
    • If each player has won a set, a tiebreaker will be played to determine the winner of the match.  
  • Scoring the Game
    • The server is responsible for announcing the score prior to each point; the server’s score is always said first.
    • Games are played to four (4) points unless deuce is reached.
      • If a player has zero points, their score shall be announced as “love”.
      • The first point won shall be announced as 15.
      • The second point won shall be announced as 30.
      • The third point won shall be announced as 40.
      • The fourth point won results in winning the game.
    • Deuce occurs if both players have reached a score of 40.
      • Once in deuce, a player must win two (2) points in a row to win the game.
      • Should a player win the first point but lose the second point, the score becomes deuce again.
      • If the server wins the first point of deuce, the score is considered “ad in” (advantage).
      • If the receiver wins the first point of deuce, the score is considered “ad out” (advantage).
  • Losing Points
    • Player(s) shall lose a point if:
      • The ball bounces twice on their side of the net before returning the ball into the opponent’s court.
      • The player unsuccessfully returns the ball into the proper boundaries.
      • A player’s body, clothing or racket touches the net while the ball is in play.
      • A player reaches over the net to play a ball and contacts the net.
        • A player is allowed to reach over the net provided contact with the net is not made.
      • The ball is hit twice while on their side of the court.
  • Forfeit Score
    • In the event of a forfeit, a score of 1-0 will be given to the winner.

Section 7: Serving and Lets

  • Serving
    • Play is started with a serve which is made by tossing the ball into the air and hitting it with the racket before it touches the ground.
    • Players serving may not serve wider than the singles sideline, regardless of singles/doubles.
    • The ball must clear the net and land in the proper service court before being hit by the receiver.
    • The serve for the first point of a game always begins to the right of the center mark and is made to the opponent’s right service court.
      • After each point is played, alternate service court.
      • The same individual continues serving until the game is completed.
  • Service Faults
    • The server has two (2) attempts to serve the ball; the server receives a service fault if:
      • The player fails to hit the ball into the proper service court.
      • A foot fault is committed (occurs when the foot touches the baseline prior to hitting the ball).
      • Does not serve from the proper location.
      • Misses the ball when attempting to strike it.
        • The server may toss the ball and catch it without penalty.
    • If any of these occur during the first serve, it is a fault.
    • If any of these occur during the second serve, it is a double fault, and the point is lost.
  • Lets
    • A let, which results in a re-serve, is called if:
      • A served ball strikes the net, strap or band but lands in the proper court.
      • A player is unable to play a shot due to a circumstance beyond their control, such as interference by a ball or player from another court.
      • The server delivers the ball before the receiver is ready for play.
        • This does not apply if the receiver attempts to return the serve.
    • Should a service let be called, the ball will be re-served with the same number of faults still in effect.
    • Should a let be called due to interference, the entire point is replayed with both faults in effect.
    • A ball that hits the net and goes over during any time other than the serve is considered in play.

Section 8: Doubles Modifications to Serving and Receiving

  • Service Order
    • The order of serving is decided at the beginning of each set.
      • The first team serving decides who is to serve in the first game and the other partner is to serve in the third game.
      • The opponents decide who is to serve in the second game, and the other partner is to serve in the fourth game.
    • Once this rotation is set, it shall stay this way for the remainder of each set.
    • If a player serves out of turn, the proper server must serve as soon as the mistake is discovered.
      • All points earned count as is.
      • If a game is completed with the wrong server, the order of service shall remain as altered.
  • Receiving Order
    • The order of receiving is decided at the beginning of each set by each player picking a side of the court from which to receive.
      • Each player must return from the same side of the court for the entire set.
    • Players alternate receiving services during each game.
    • Once this rotation is set, it shall stay this way for the remainder of the set.
    • If a player receives out of turn, they remain in that position until the game in which it is discovered is completed.
      • Players then resume their original positions.

Section 9: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Supervisor
    • The game’s Intramural Supervisor will determine sportsmanship ratings for each of the match’s players.

Section 10: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Euchre

Section 1: Event Format

  • Event Overview
    • The event will be completed on one day.
    • Participants will only be able to play on the specified event date.
    • Each team will play four (4) matches or rotations; the winner of the event will be the team with the highest cumulative points total.
  • Location
    • Games will be played in the Boilermaker Room at the CREC.
  • Supervision
    • No officials will be present.
      • Players are responsible for making their own calls.
      • It is recommended that any disagreements should be determined by a replay of that hand.
    • An Intramural Supervisor will provide oversight and aid with operations of the sport.
      • Please alert the Intramural Supervisor if assistance is needed.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the court ready to begin at the scheduled time.
  • Registration
    • Participants will be able to register in advance via scheduling on IM Leagues.
    • No advance entry is required and registration will be available on site.
    • Participants should allow enough time in order to complete all four (4) matches.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Only 24 cards, each suit’s nine (9) through ace, are in play.
    • Teams score anywhere from zero to four (4) points per hand (see Section 6).
    • Each match consists of 12 hands.
    • If no one declares trump, the deal is passed. The passed deal is considered one (1) of the allotted 12 hands.
    • Play begins after a trump suit is declared.
  • Beginning Play
    • The Intramural Supervisor will assign teams their initial opponents.
      • All games will begin simultaneously.
      • One (1) team from each table will rotate after each round.
    • If you do not have a partner, the Intramural Supervisor will assist in pairing teams together provided there are additional players who do not have partners.

Section 3: Equipment

  • Equipment Provided
    • Cards will be provided.
    • Decks should be double checked by players to ensure that only 24 cards, each suit’s nine (9) through ace, are in play.

Section 4: Players

  • Team Composition
    • Teams will be made up of two (2) players.
    • If you do not have a partner, please arrive early to pair up with another single player.

Section 5: Timing

  • Round Limit
    • There will not be a time limit.
  • Overtime
    • Should two (2) teams be tied, a four (4) hand head-to-head playoff will be used to determine the winner.
      • If a winner is not determined after this playoff, a sudden death overtime follows.
    • Should multiple teams be tied at the end of the tournament, a four (4) hand round robin playoff will be used to determine the tournament’s winner.

Section 6: Scoring

  • Winning the Game
    • The team with the most points after 48 hands (12 hands are played in each of the four (4) matches) wins the event.
    • The team with the most points after 12 hands will win their match.
    • After each match, opposing teams must sign each other’s scorecards to verify the results.
    • After each match, the winning team leaves the table and the losing team stays.
  • Scoring
    • The object of each team is to take three (3) tricks each hand with an underlying goal of taking all five (5) tricks.
    • The point distributions are as follows:
      • Four (4) points for an “alone” hand which consists of one (1) person winning all five (5) tricks.
      • Two (2) points for both players of a team winning all the tricks.
      • Two (2) points for “euchring” your opponents, which consists of getting three (3) tricks when the opposing team calls the suit.
      • One (1) point for either a single player or team winning three (3) tricks.
    • Only one (1) team may score each hand; the hand’s losing team receives zero points.
  • Ranking of Cards
    • Trump Suit
      • Once a suit has been declared trump, its Jack becomes the Right Bower, or the highest ranking card.
      • The Jack of the same color becomes the Left Bower, or the second highest ranking card.
      • Then, the trumps will go from ace to nine (9) for the suit called trump.
    • Example:  If hearts are declared to be trump, the ranking of cards for that hand, in order, will be as follows:
      • Jack of Hearts
      • Jack of Diamonds
      • Ace of Hearts
      • King of Hearts
      • Queen of Hearts
      • Ten (10) of Hearts
      • Nine (9) of Hearts

Section 7: The Dealer and the Deal

  • Initial Dealer
    • Prior to the first hand, the cards are shuffled and dealt out until a Jack appears.
    • The person receiving the first Jack becomes the leading dealer.
  • The Deal
    • The dealer deals clockwise giving each player two (2) cards first than three (3) cards or vice versa.
      • The dealer may also deal out four (4) cards and then one (1) card to each player or vice versa.
    • Once all players have received their cards, the dealer will place the remaining cards in the center of the table and turn up the top card.

Section 8: The Play

  • Determining the Trump Suit
    • Following the deal, players first need to declare the trump suit.
    • The player to the dealer’s left has the first opportunity to make the turned-up card’s suit trump.
      • If the player chooses to make this suit trump, the dealer then takes that card and discards any other from their hand.
      • If the player chooses to pass on making this suit trump, the next player to their left will have the opportunity to make the showing card’s suit trump.
    • Should all four players, including the dealer, pass on making the turned-up card’s suit trump, the player to the dealer’s left may either declare any suit trump or pass on naming any trump suit.
      • The suit of the originally turned-up card may not be declared trump now.
      • If the first player passes on naming a trump suit, the next player to their left will have opportunity to name a trump suit.
      • If no one names a trump suit, all hands are discarded and the deal rotates. This counts as one (1) of the allotted 12 hands per match.
  • The Play
    • The player to the dealer’s left plays the first hand’s first card.
      • After each trick is scored, the player who wins the trick will lead out in the next hand.
    • Once a suit has been laid in each hand, the other players MUST play that suit in rotation until all four (4) players have played a card and a trick has been scored.
      • If unable to follow suit, a player may play any card they wish.
      • The highest card of each suit wins the trick, but the trump takes all others.
  • Going Alone
    • During the preliminary of accepting/calling trump, each player may also announce, “I’ll play alone.”
      • If this occurs, their partner lays down their hand, and the player plays by themselves.
      • The player to the left of the dealer still begins play.
    • When playing alone, a player scores four (4) points if all five (5) tricks are taken, one (1) point if three (3) or four (4) tricks are taken, and the opposing team scores two (2) points if the player going alone takes less than three (3) tricks.
  • Revoke
    • A player revokes (or “reneges”) when they fail to play a card of the suit led, if in fact they have one.
      • Two points are automatically awarded to the opponents of the guilty party if it is caught in later tricks of the same hand by the opponents, and the hand is ended immediately upon discovery and the deal is forfeited.
    • If the guilty team is defending against a lone-attempt during the infraction, four points are awarded to the team that was attempting the loner.

Section 9: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Participant Handbook for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor and both captains will be required to fill out information on the protest form.

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Extreme Dodgeball Tournament

Section 1: Tournament Format

  • Tournament Overview
    • The tournament will consist of a one-day single elimination tournament.
    • Participants will be able to choose which day of the week and what time they play their tournament games by selecting a division within their desired league via scheduling on IMLeagues.
  • Playoff Format
    • Once a winner is decided from each tournament, a “champions” tournament will be played to determine the overall Intramural Champion.
    • Playoff seeding will be based on the order in which participants complete the sign in process.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the tournament and through the end of the semi-final game.
    • Teams will be allowed a maximum of 20 players.
  • Location
    • Games will be played in the CREC’s lower racquetball courts (1-8)
    • Teams will have a designated court assignment.
      • This assignment can be found online.
      • Please contact an Intramural Supervisor if you need assistance locating your playing location.
  • Supervision
    • No officials will be present.
      • Players are responsible for making their own calls.
      • It is recommended that any disagreements should be determined by a replay of that game or scenario.
    • An Intramural Supervisor will provide oversight and aid with operations of the sport.
      • Please alert the Intramural Supervisor if assistance is needed.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the court ready to begin at the scheduled time.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Extreme dodgeball utilizes a small playing field and fast balls to intensify the game of dodgeball.
    • Players CANNOT return to play if a teammate catches the ball.
      • Once a player is out, they must stand against their right side wall until completion of the game.
      • Players should not leave the playing area until after the game, unless there is an injury.
  • The Court
    • The standard racquetball court dimensions are 20 feet wide by 40 feet long.
    • All players are confined to one half of the court with their teams bound by the walls and midline.
  • Beginning Play
    • The Intramural Supervisor will assign teams to their respective courts.
    • Teams will line up and must contact the back walls.
      • The designated team captain will announce “Go” to begin play.
      • Each game will alternate which team’s captain officially begins play.
    • Each team will start with two dodgeballs – contacting the back wall – at the start of each game.
      • Players who start with the ball may still pass the ball to another teammate after the word “Go”.

Section 3: Equipment

  • Equipment Provided
    • Four gator balls will be provided for play.
      • The gator balls are foam balls (not rubber).
      • Gator balls can still be thrown at a faster pace than a “Nerf” ball.
  • Illegal and Required Equipment
    • Shoes
      • Players must wear appropriate, non-marking, indoor athletic shoes.
      • Shoes must be made up of soft, pliable upper material (molded plastics, canvas, leather, or synthetic) which covers the foot attached to a composition bottom.
    • Attire
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
  • Recommended Equipment
    • It is recommended that teams wear uniformly colored shirts to help distinguish one team from another.
    • Jerseys may be rented from the Equipment Center for $1.

Section 4: Players

  • Team Composition
    • Each team will be made up of four (4) players on the field.
    • (Co-Rec Modification) Teams with four (4) players must consist of two (2) males and two (2) females.
    • (Co-Rec Modification) Teams with three (3) players may consist of either two (2) males and one (1) female or one (1) male and two (2) females.
  • Minimum Team Requirements
    • Games may be started with a minimum of two (2) players.
    • (Co-Rec Modification) Teams with only two (2) players must have one (1) male and one (1) female.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
    • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
      • a player being required to complete documentation due to misconduct.
      • an injured player being attended to or no longer able to continue.
  • Substitutions
    • Teams may substitute an unlimited number of times after each game played.
    • Players arriving late must first sign in with the Intramural Supervisor before entering play.

Section 5: Timing

  • Time Limit
    • A 30 minute time limit will be enforced by the Intramural Supervisor.
  • Time Outs
    • Teams will not receive any time outs.
    • Injury time outs may be determined only by the Intramural Supervisor.
  • Overtime
    • If, after 30 minutes, the game score is tied, a one (1) game sudden death overtime period will be played.
  • Official Game
    • If at least ten (10) games have been completed and inclement weather stops play, the game will be over and its score will be considered official.
    • If at least ten (10) games have not been completed and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits

Section 6: Scoring

  • Winning the Game
    • Matches will be best out of 21 games.
      • Thus, the first team to win 11 games wins the match.
      • Teams do not need to win by two (2).
    • The winner of each game will be declared once all opponents are successfully put out.
  • Putting Players “Out”
    • A player is considered out for the game if:        
      • They are hit by an opponent with a live thrown ball below the shoulders.
      • A live thrown ball is caught by an opponent.
        • A deflected ball off of a held ball may be caught to put a player out if that ball does not first touch the floor, wall, or ceiling.
        • A deflected ball off of a body may be caught to save that player and put the player that threw the ball out as long as that ball does not first touch the floor, wall, or ceiling.   
      • They drop a held ball after deflecting a live thrown ball.
        • This typically occurs when attempting to block a thrown ball.
      • They step/slide/run over the midline to retrieve a ball, make a throw, or avoid being hit by a thrown ball.
      • If two players are hit by one throw:
        • The 1st player is considered out.
        • The 2nd player is not considered out.
    • A player is NOT considered out for the game if:
      • They are hit by an opponent above the shoulders while in normal upright stance.
        • Players who are hit above the shoulder as a result of dodging, dipping, ducking, or diving to avoid a ball are still out.
      • They hit another player above the shoulders.
      • Their ball is caught off the wall or ceiling.
      • They get hit by a ball but their teammate catches the ball prior to the ball hitting the wall or floor.
  • Mercy Rule
    • There will be no mercy rule scores.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) to zero (0) will be given.

Section 7: Delay of Game

  • Illegal Stalling
    • Delaying the game or stalling is not permitted.
    • A team may not hold all the balls without making an attempt to play.
      • They must be played or rolled into their opponent’s court.
  • Ten Second Rule
    • Any player making contact with the ball must make an attempt to throw out an opponent within ten (10) seconds.
      • Rolling the ball to the other side is acceptable as well.
    • The team without possession of the ball will be responsible for counting out loud.
    • If that player does not make an attempt to throw out an opponent or roll the ball to the other side by the time ten seconds is up, they will be called out.

Section 8: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Supervisor
    • The game’s Intramural Supervisor will determine sportsmanship ratings for each of the game’s teams.

Section 9: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Fall Softball Classic

Section 1: Tournament Format

  • Tournament Overview
    • The tournament format is a single elimination tournament.
  • Location
    • Games will be played on the Gold Fields.
    • Teams will have a designated field assignment.
      • This assignment can be found online through an individual’s IMLeagues account.
      • Please contact an Intramural Supervisor if you need assistance locating your playing location.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the tournament and through the end of the semi-final game.
    • Teams will be allowed a maximum of 20 players.
  • Supervision
    • Umpires will be assigned for all scheduled games. They will be responsible for the scorecard and sign-in procedure.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the court ready to begin at the scheduled time.
    • An Intramural Supervisor will provide oversight and aid with the operations of the sport
      • Please alert the Intramural Supervisor if assistance is needed.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Regulation softballs will be provided for play.
      • Intramural softballs have flight restrictions.
      • Teams may NOT use their own softballs during play.
    • A regulation game will consist of six (6) innings.
    • Each team may field up to ten (10) players.
    • Mercy rules will be in effect (see Section 6.II).
    • Sliding is only allowed at home plate.
      • Any other sliding/diving at other bases will result in the base-runner being called out.
      • NO head-first sliding or diving into home plate.
  • The Field
    • Poor Field Conditions
      • Should a field be deemed unsafe for play, players will be moved to a suitable field – as directed by the Intramural Staff.
      • If you are confused as to the location of your field, please seek an Intramural Supervisor for assistance.
    • Field Boundaries
      • No fence restricts the playing field.
      • There are enforced boundaries restricting play in the foul territory outside of the first and third base foul lines.
        • An imaginary line extending from each of the backstop’s edges represents the out-of-play boundaries.
        • For details on overthrows, see Section 8.IV.
  • Beginning Play
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the umpires.
      • Follow the umpires’ instructions and ask any desired rule clarifications at this meeting.
    • Starting Play
      • The visiting team will be batting and the home team will be fielding in the top of the first inning.
      • Captains should set their team’s batting lineup prior to the team’s first at-bat.

Section 3: Equipment

  • Equipment Provided
    • Bat Policy
      • Teams will be provided with ASA approved one-piece, single wall, aluminum bats.
      • Teams may NOT use their own bats during play.
    • Regulation softballs will be provided for play.
      • Intramural softballs have flight restrictions.
      • Teams may NOT use their own softballs during play.
  • Illegal and Required Equipment
    • Shoes
      • Players must wear athletic shoes.
      • Shoes must be made of soft, pliable upper material (molded plastics, canvas, leather, or synthetic) which covers the foot attached to a composition bottom.
      • Shoes with rubber cleats are acceptable; no metal screw-in cleats are permitted.
    • Attire
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • Baseball hats are permitted.
      • No jewelry, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
  • Recommended Equipment
    • It is recommended, but not required, that teams wear uniformly colored shirts to help distinguish one team from another.

Section 4: Players

  • Team Composition
    • Each team may field up to ten (10) players.
    • A team may bat as many as 11 players (12 in Co-Rec) by using an extra player as an additional hitter. The batting order must remain the same. Any 10 of the 11 players may take defensive positions. In Co-Rec play, a team must use two extra players, one male and one female.
  • Minimum Team Requirements
    • Games may be started with a minimum of seven (7) players. Teams must have a pitcher and catcher.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Substitutions
    • A player or substitute is officially in the game when he or she is entered onto the official scorecard. A substitute may take the place of any player in the batting order of the team.
      • The captain of the team making the substitution must immediately notify the umpire and scorekeeper.
      • A substitute may take the place of any other player during any dead ball situation.
      • If an ejected player participates, the offending team forfeits the game.
  • Re-Entry Rule
    • All players may withdraw and re-enter a game once, but they must occupy the same batting position in the lineup. Examples of improper re-entry are a starter who re-enters in the wrong batting position in the lineup or a player who re-enters twice.
    • The opposing team handles improper re-entry with a protest. An improper re-entry becomes a violation after a pitch is made.
    • If a player re-entered improperly and the defensive team discovers the violation when that player is playing offensively, the following penalties are applied:
      • If re-entry is discovered while the player is batting, the player is ejected and a proper substitute assumes the accumulated balls and strikes.
      • If re-entry is discovered after the at bat is complete and before the pitch to the next batter, the player is called out and ejected. Base runners who have advanced return to the previous base occupied.
      • If the improper re-entry is not discovered until after a pitch has been made to the next batter, or if the player who re-enters improperly is a substitute runner, the player is ejected, but all play that has occurred with the improper re-entry stands. 
  • If a player has re-entered improperly and the offensive team discovers the violation when the player is playing defensively, the following penalties are applied:
    • The player who re-entered improperly is disqualified from further participation in the game.
    • If re-entry is discovered after the player makes a defensive play on a fair ball (catch or throw) or on a foul fly ball, before the next pitch, the offensive team has the option to:
      • Take the result of the play or
      • Have the batter return to the batter’s box and assume the ball and strike count that he or she had before discovery of the illegal player. All runners return to the bases that they occupied before the play.
      • If the offensive team discovers the improper re-entry after a pitch that did not result in a batted ball or that the improper player did not make a play on, the player who re-entered improperly is ejected.
    • The re-entry rule governs whether or how an injured player can re-enter the game.

Section 5: Timing

  • Game Length
    • A regulation game will consist of six (6) innings.
    • After 50 minutes of playing time, play continues until the end of that inning.
      • An inning will begin immediately following the final out of the previous inning.
  • Time Outs
    • Teams will not receive any timeouts.
    • Injury time outs may be determined only by the officials and/or Intramural Supervisor.
  • Extra Innings
    • If a game is tied at the end of the sixth inning or at the time limit, the international tie breaker will decide a winner.
      • In the start of each extra inning, the last person scheduled to bat will be placed on second base.
      • Each batter will receive one (1) pitch.
        • If the pitch is a strike or foul ball, the batter is out.
        • If the pitch is a ball, the batter walks.
      • There are still three (3) outs per half inning.
  • Official Game
    • If three full innings of a game have been completed and inclement weather stops play, the game will be over and its score will be considered official.
    • If three full innings of a game have NOT been completed and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Scorekeeping
    • A scorekeeper will be provided to keep score.
    • The scorekeeper shall acknowledge each official run scored.
      • The opposing captain should verify the score after each half inning.
      • The umpire shall resolve any differences in score.
  • Mercy Rule
    • If a team is ahead by fifteen (15) runs after three (3) innings, twelve (12) runs after (4) innings or ten (10) runs after five (5) innings, the mercy rule ends the game.
    • The mercy rule is also in effect if the home team is ahead by the aforementioned runs at the end of the top of the third inning, the end of the top of the fourth inning or the end of the top of the fifth inning, respectively.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) will be given to the winning team and zero (0) to the losing team.

Section 7: Batting and Batting Lineup

  • Batting Order
    • The official scorecard must list the batting order of the team. The captain must communicate his or her team’s batting order to the scorekeeper prior to the start of the game.
    • Players must bat in the order that they are listed on the scorecard unless a substitute enters the game (see section 4.3 & 4.4)
    • The first player who bats in each inning shall be the player whose name follows the last player who completed a turn at bat in the previous inning. When the third out of an inning occurs before a batter has completed his or her turn at bat, that player will be the first batter in the next inning and will start with a count of one ball and one strike.
    • Late Players
      • If a team starts a game with less than ten (10) players due to the anticipated arrival of tardy players, in order for the tardy players to have a permanent spot in the batting order, these individuals must be listed in the desired spot of the batting order.
      • For example, if a team with eight (8) players wants to reserve a ninth spot for a tardy player, he/she must be listed in the ninth spot of the batting order. If the batting rotation approaches the ninth spot and that player has not arrived, the team must take an out in the ninth spot until that player arrives.
  • Strike Mat
    • A strike mat will be provided and will be an extension of home plate to create a strike area of 20” wide by 33” deep.
    • A legal pitch that lands on home plate or on the strike mat will be ruled a strike.
    • A legal pitch that does not land on home plate or the strike mat will be ruled a ball.
    • If an illegal pitch is thrown, the strike mat is nullified (see Section 9.III).
  • Batter’s Count
    • Each at-bat will start with one (1) ball and one (1) strike.
    • A player walks after four (4) balls and is out after three (3) strikes.
    • Should a player hit two (2) foul balls with two (2) strikes on the count, that player is called out.
  • Bunting
    • The batter is considered out if there is an intention to bunt.
    • The following motions will be considered bunts:
      • Squaring up to bunt
      • Checking one’s swing
      • Chopping at the ball in a downward motion
    • Should a batter take a full swing, without the intention to bunt, then any ball in play is considered to be a legally struck ball.

Section 8: Base-running and Overthrows

  • Leading Off
    • The base-runner may not leave the base until the pitched ball has reached or passed home plate.
      • If the batter does not hit the pitch, base-runners must return to their bases immediately since the ball is considered dead.
    • If a player is deemed by an umpire to have led off during a legally pitched ball, no pitch is declared and that runner is called out.
  • Stealing
    • Under no condition is a runner permitted to steal a base.
  • Sliding
    • Sliding is only allowed at home plate.
      • Any other sliding/diving at other bases will result in the base-runner being called out.
      • NO head first sliding at home plate.
    • Players also may not dive back to the base. Any diving is considered a slide.
  • Overthrows
    • Any overthrow that passes out of play (see Section 2.II) results in a dead ball.
    • Runners are awarded two (2) bases from their position at the time the throw was made.
    • Should an errant throw pass into foul territory but not go out of play, the ball is considered live and the runner may advance any number of bases with the risk of being put out.
  • Courtesy Runner
    • A courtesy runner may run for a player who is injured during the play and is unable to run the bases safely.
    • When no eligible substitutes are available, the courtesy runner must be the player who made the last out. If the last out is on base, up to bat, or next to bat, the previous available out should be used.
    • The umpire must be notified before a courtesy runner replaces a teammate. This replacement can occur only during a dead ball and before the first pitch to the next batter.

Section 9: Pitching

  • Pitcher Positioning
    • Both of the pitcher’s feet must be firmly on the ground with one (1) or both feet in contact with, but not off to the side, of the pitcher’s plate at the start of each pitch.
    • The pitcher must be at a complete stop, face the batter, and square both shoulders evenly with home plate.
      • This position must be maintained for at least one (1) second and not more than ten (10) seconds before starting the delivery.
  • Legal Pitch
    • Each legal pitch is delivered with an underhand motion.
      • The pitcher must deliver to home plate on the first forward swing of the pitching arm past the hip.
      • The delivery must be continuous, and there shall be no stop or reversal of the forward motion.
      • One (1) foot must maintain contact with the pitcher’s plate until the ball is legally released.
    • The pitcher must deliver the ball with a perceptible arc.
      • The ball must reach a height of at least six (6) feet from the ground.
      • The ball cannot exceed a height of 12 feet from the ground.
  • Illegal Pitch
    • Should a pitch be delivered outside of the arc boundaries mentioned above, the umpire shall call the pitch “illegal” and the following may occur:
      • The batter can take the pitch, without swinging, for an automatic ball regardless of whether it lands on the strike mat or home plate.
      • The batter can swing at the pitch.
        • If the batter puts the ball in play, the play is live and the at-bat is finished.
        • If the batter misses or hits a foul ball, a strike is added to the batter’s count.
    • Should a pitcher’s delivery be deemed as illegal (such as delivering without contact with the pitcher’s mound), the pitch shall also be considered “illegal”.
  • Intentional Walks
    • A pitcher can request that the umpire intentionally walk the batter and the batter will be awarded first base. Pitcher does not have to throw the pitches in order to do this.
  • Batter Hit by Pitch
    • If a batter in a legal batting position inside the batter’s box is hit by a pitch, a ball is called.
    • A batter hit by a pitch is NOT awarded a base unless it is the fourth ball of the at-bat.

Section 10: Fielding

  • Field Positions
    • Players may switch positions from inning to inning or on any given play.
  • Infield Fly
    • An infield fly is a fly ball that:
      • Is not a line drive.
      • Could be caught or easily fielded by an infielder in the opinion of the umpire.
      • Eliminates any advantage gained by the defensive team reacting to offensive base-runners.
    • If an infield fly is called by the umpire, the batter is automatically out.
    • The rule shall only be called if base-runners are on first and second or first, second, and third with less than two (2) outs.

Section 11: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Umpires
    • The game’s umpires will determine sportsmanship ratings for each of the game’s teams.

Section 12: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Flag Football

Section 1: League Format

  • League Overview
    • The league will consist of three regular season games.
    • Participants will be able to choose which day of the week and what time they play their regular season games by selecting a division in their desired league via scheduling on IMLeagues.
  • Playoff Format
    • Following league play, a single elimination tournament will be played.
    • Team rankings will be based on season performance and sportsmanship ratings.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the season and through the end of semi-final games in the playoffs.
    • Teams will be allowed a maximum of 20 players.
  • Location
    • Games will be played on the Gold Fields.
    • Teams will have a designated field assignment.
      • This assignment can be found online.
      • Please contact an Intramural Supervisor if you need assistance finding your playing location.
  • Supervision
    • Officials will be assigned for all scheduled games. They will be responsible for the scorecard and sign-in procedure.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the field ready to begin at the scheduled time.
    • An Intramural Supervisor will provide oversight and aid with the operations of the sport
      • Please alert the Intramural Supervisor if assistance is needed.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Flag Football is a NON-CONTACT sport.
      • Penalty – Any illegal contact results in a ten (10) yard Illegal Contact penalty from either the previous spot, spot of the foul, or end of the run.
    • All players, except the quarterback, are considered eligible receivers.
    • Quarterbacks may run, pass or handoff the ball.
      • (Co-Rec Modification) Males CANNOT run the ball passed the line of scrimmage.
      • Penalty – Any such violation results in a five (5) yard Illegal Advancement penalty from the previous spot.
    • First downs are established by crossing over the 20, 40 and 20 yard markers (see Section 2.II.).
    • No field goals will ever be attempted.
  • The Field
    • The playing field will be divided as follows:
      • The overall dimensions will be 40 yards wide by 100 yards long.
      • There will be four (4) 20 yard zones.
        • Markers will be placed on the 20, 40, and 20 yard lines representing the line to gain.
        • The 40 yard line will be considered midfield.
      • Left and right hash marks will designate the outer limits for snap locations.
      • Two (2) end zones, ten (10) yards deep, will be each team’s scoring area.
      • Play begins On the 14 yard line at the beginning of a period and after scores.
      • Extra point tries will be from the 3, 10, or 20 yard lines.
    • Players and fans must remain between the two (2) 20 yard markers during play.
    • It is asked that players and fans allow officials at least five (5) yards along the sidelines to reduce potential injuries and allow officials room to complete their assignments.
  • Beginning Play
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the Officials.
      • Follow the Officials’ instructions and ask any desired rule clarifications at this meeting.
      • The coin toss (below) will occur to determine possession and field position.
    • Coin Toss
      • Either a coin toss or even/odds game will determine the first choice.
      • The visiting team captain will be designated to make the call.
      • The captain winning the toss or game shall choose one of the following options:
        • Take the option in the first half.
        • Take the option in the second half (also known as deferring the option).
      • The options available to the first choice include:
        • Starting on offense or defense.
          • If this option is chosen, the remaining captain will choose which goal their team will defend.
        • Choosing which goal their team will defend.
          • If this option is chosen, the remaining captain will choose between starting on offense or defense.
    • Upon completion of the coin toss, the receiving team will begin play on the 14 yard line.

Section 3: Equipment

  • Equipment Provided
    • A regulation men’s football will be provided for men’s divisions. A regulation men’s or youth ball may be used for Co-Rec and women’s divisions.
      • Players may use their own footballs; each side may use a DIFFERENT BALL if desired.
        • Footballs used must be properly inflated, as per the official’s judgement.  
      • The offense is the team responsible for acquiring their ball before and after each offensive play.
      • In Co-Rec and women’s divisions, a men’s football may only be used if both captains agree prior to play.
      • Footballs may be checked out from the Gold Field Shed prior to play.
    • Flag belts will be provided for each team at the field.
      • Flag belts must have three (3) flags positioned at each side and centered at the back and must be worn at the waistline.
      • Players are prohibited from tying their flag belts in knots and tucking flag belts into their shorts/pants.
        • Penalty – Any such violation results in a ten (10) yard, loss of down Illegally Secured Flag Belt penalty from the previous spot. If discovered after a touchdown, the score will not count. Players in violation are DISQUALIFIED immediately.
      • Flag colors cannot match the color of the player’s shorts. Select a flag belt with different colored flags if this is the case.
  • Illegal and Required Equipment
    • Shoes
      • Players must wear athletic shoes.
      • Shoes must be made up of soft, pliable upper material (molded plastics, canvas, leather, or synthetic) which covers the foot attached to a composition bottom.
      • Shoes with rubber cleats are acceptable
      • Rubber cleats with a tipped metal material are considered legal
    • Pockets
      • NO pockets may be exposed. This rule stands as a safety precaution.
      • Clothing may only be turned inside out if the pockets do not hang on the outside (no “bunny ears”).
      • Pockets may not be taped shut.
    • Attire
      • It is required that teams wear uniformly colored shirts to help distinguish one team from another.
      • Jerseys may be rented from the Welcome Center.
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
    • Penalty – Any such violation results in a ten (10) yard Illegal Equipment penalty from the previous spot.
  • Recommended Equipment
    • Mouth guards are highly recommended but not required.

Section 4: Players

  • Team Composition
    • Each team will be made up of seven (7) players on the field.
    • (Co-Rec Modification) Teams will be made up of eight (8) players on the field.
      • (Co-Rec Modification) On a full team, there must be four (4) males and four (4) females.
    • Penalty – Any violation exceeding these limits results in a ten (10) yard Illegal Participation penalty from the previous spot.
  • Minimum Team Requirements
    • Games may be started with a minimum of four (4) players.
    • (Co-Rec Modification) Games may be started with a minimum of five (5) players.
      • If there are only seven (7) players, a team may play with four (4) males and three (3) females or vice versa.
      • If there are only six (6) players, a team may play with three (3) males and three (3) females, four (4) males and two (2) females, or four (4) females and two (2) males.
      • If there are only five (5) players, a team may play with three (3) males and two (2) females or vice versa. 
      • PenaltyAny violation exceeding these limits results in a ten (10) yard Illegal Participation penalty from the previous spot.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Substitutions
    • Teams may substitute an unlimited number of players during each dead ball period.
    • Players may not enter and/or leave the playing field from a location that is not their own sideline.
      • Penalty – Any such violation results in a five (5) yard Illegal Substitution penalty from the previous spot.
    • Players arriving late must first sign in with the field’s Official or Intramural Supervisor before entering play.

Section 5: Timing

  • Periods
    • A regulation game will consist of four (4) 10 minute periods
      • Teams will switch sides after each period.
      • Break between periods is not a time out. Play should resume as quickly as possible.
    • The clock will not stop during the first half but will stop within the last two (2) minutes of the fourth period.
      • The Back Judge will be the only Official responsible for keeping time; address all time questions to this Official.
      • There will be a “two-minute warning” stopping the clock in both halves; the clock will continue to run after this warning in the first half.
    • Halftimes will be a maximum of five (5) minutes long and teams will switch sides at the start of the second half.
  • Play Clock
    • Offensive teams have 25 seconds to initiate play after the Referee’s ready whistle has been blown.
      • Penalty – Any such violation results in five (5) yard Delay of Game penalty from the previous spot.
    • It is the offense’s responsibility to retrieve the ball after each play.
  • Stoppage Inside Two Minutes During the fourth period.
    • The following will cause the game clock to stop and resume on the next snap:
      • An incomplete legal or illegal forward pass hits the ground.
      • A player runs out of bounds with ball possession.
      • A touchdown, touchback, safety or extra point try occurs.
      • A team timeout is called.
      • A change of possession.
      • Certain penalties occur.
    • The following will cause the game clock to stop and resume on the Referee’s ready whistle:
      • A first down is achieved.
      • An Official's’ timeout occurs.
      • Certain penalties occur.
  • Timeouts
    • Teams will receive three (3) timeouts PER GAME.
      • A maximum of two (2) timeouts may be used in the second half; thus, if teams do not use at least one timeout in the first half, one timeout will be lost at half time.
    • Injury time outs may be determined only by the Officials and/or Intramural Supervisor.
    • Each team is granted one (1) timeout per overtime period in the playoffs.
      • No timeouts may carry over from regulation into an overtime period.
  • Overtime
    • During league play, there are no overtime periods, and games will result in a tie.
    • During the playoffs, each team will receive four (4) downs starting from the ten (10) yard line.
      • A new coin toss will be used to determine possession but not field position since all overtime periods will be played at one (1) end zone for both teams.
      • Teams will still have the option to choose their extra point try location (see Section 6.II.C.)
      • If scores are still tied at the end of an overtime period, (an) additional period(s) will be played until a winner is recognized.
      • If teams are still tied at the end of the second or subsequent overtimes, teams will be forced to go for a two (2) or three (3) point try.
      • A turnover in overtime immediately makes the play dead.
      • The 25 second play clock will still be enforced, but there will be no game clock.
  • Official Game
    • If a game has reached halftime and inclement weather stops play, the game will be over and its score will be considered official.
    • If a game has not yet reached halftime and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Football Scoring Terminology
    • Touchdowns are scored when the ball crosses the vertical plane of the opponent’s goal line or when a loose ball is caught within the end zone boundaries of the opponent’s goal line.
    • A safety is scored during the following situations:
      • A ball carrier is de-flagged in their end zone.
          • This rule does not apply when a ball is intercepted or received after a punt and the ball carrier’s momentum carries themselves into their own end zone.
      • A player punts, passes, fumbles, snaps, muffs or bats a loose ball from the field of play across their goal line and that ball subsequently becomes dead there.
      • A player commits any penalty in their own end zone.
    • After a touchdown is scored, teams will have the option to attempt an extra point from one (1) of three (3) locations for different point values (see Section 6.II.C.).
  • Points
    • Touchdowns are six (6) points.
      • (Co-Rec Modification) Male to male scoring will still be worth six (6) points; however, any touchdown play involving a female throwing or crossing the goal line is worth nine (9) points
      • All extra point tries will be worth the same amount of points in all divisions regardless of female involvement.
    • A safety will be worth two (2) points.
    • Teams will have the following extra point options:
      • A one (1) point try from the three (3) yard line.
      • A two (2) point try from the ten (10) yard line.
      • A three (3) point try from the 20 yard line.
    • The ball shall be declared dead if there is a change of possession during a try or overtime.
  • Mercy Rule
    • Games will end if a team is ahead by 19 or more points when the Back Judge announces the two-minute warning or anytime thereafter.
    • (Co-Rec Modification) Games will end if a team is ahead by 25 or more points when the Back Judge announces the two-minute warning or anytime thereafter.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) – zero (0) will be given.

Section 7: Live Ball, Dead Ball, and Out of Bounds

  • Live Ball
    • A dead ball may only become live after a legal snap.
  • Dead Ball
    • A live ball becomes dead and an Official's whistle shall signify the end of a play when:
      • The ball goes out of bounds or the ball carrier steps out of bounds.
      • Any part of the ball carrier, other than the hands or feet, touches the ground.
        • The ball carrier may use the football as an “extension” of the hand and is not considered down if only the football, with their hand on it, touches the ground.
      • The ball carrier’s flag belt is successfully removed.
        • If the ball carrier’s flag belt inadvertently falls off, any touch between the shoulders and knees will signify the spot the runner is to be considered down and the ball becomes dead.
      • A touchdown, touchback, safety, or extra point try is complete.
      • A fumble or any muffed punt occurs.
      • A forward pass hits the ground or is caught simultaneously by members of opposing teams.
        • If this simultaneous catch occurs, the ball is awarded to the offense at the spot of the catch.
      • Any backwards pass or lateral touches the ground.
      • An inadvertent whistle is blown.
        • During a run, the offensive team will have the option to accept the yardage and thus begin the next down or to replay the down.
        • During a legal forward pass or punt, the offensive team will replay the down.
      • An extra point attempt results in a turnover
  • Out of Bounds
    • A player who steps on the out of bounds line is considered out of bounds.
    • If part of the player or ball touches anything, other than an Official or other player that is out of bounds, that player is considered out of bounds at that spot.
    • If a player unintentionally fumbles or laterals a ball out of bounds, the ball is then spotted even with the vertical plane at which point the ball crossed out of bounds.

Section 8: The Snap and Pre-Snap

  • Minimum Players on the Line
    • The offensive line of scrimmage is the yard line last gained and its vertical plane which passes through the point of the ball and is marked by an orange ball spotter.
    • The snapper is the only offensive player required to be on the line of scrimmage prior to the snap.
      • All remaining players must be behind the line of scrimmage.
      • Penalty – Any such violation results in a five (5) yard Illegal Formation penalty from the previous spot.
    • All players on offense and defense must have legally secured flag belts at the start of the snap.
      • Penalty – Any such violation results in a five (5) yard failure to wear required player equipment.
    • Anytime on or after the ball is marked ready for play, each member of the offensive team must momentarily be at least five (5) yards inbounds before the snap. If the defense covers a player not five yards inbounds it is not a penalty.
      • Penalty – Any such violation results in a five (5) yard Illegal Formation penalty from the previous spot.
  • Motions and Shifts
    • One (1) offensive player may be in lateral motion at the time of the snap, but not in motion toward the opponent’s goal.
      • Penalty – Any such violation results in a five (5) yard Illegal Motion penalty from the previous spot.
    • A shift occurs when two (2) or more players shifting players do not come to a complete stop for at least one (1) full second before the snap.
      • Penalty – Any such violation results in a five (5) yard Illegal Shift penalty from the previous spot.
  • Illegal Snap
    • The player who receives the snap must be at least two (2) yards behind the offensive scrimmage line.
      • NO direct snaps.
    • Each time the ball is snapped, it must be a quick and continuous motion of the hand(s). The ball must leave the hand(s) in this motion.
    • Penalty – Any such violation results in a five (5) yard Illegal Snap penalty from the previous spot.
  • Encroachment and False Start
    • Encroachment occurs if any player enters the neutral zone prior to the snap of the ball.
      • Penalty – Any such violation results in a five (5) yard Encroachment penalty from the previous spot. Should the penalty occur in consecutive plays, the second penalty results in a ten (10) yard loss.
    • Offensive players may not advance past the line of scrimmage prior to the snap or simulate a charging motion.
      • Penalty – Any such violation results in a five (5) yard False Start penalty from the previous spot.

Section 9: Blocking

  • Offensive Screen Blocking
    • All blocking will be limited to screen blocking which legally obstructs an opponent without physically contacting them with any part of the screen blocker’s body.
      • Offensive and defensive players are prohibited from using any hands.
      • Defensive players must go around an offensive player’s screen block.
      • If an offensive player has been beat to a spot by a defensive player, the offensive player may not move into that spot
        • Penalty – Any such violation results in a ten (10) yard Illegal Contact penalty from the spot of the foul.
      • A player may use their arms or hands to break a fall or retain their balance.
    • Teammates of a runner or passer may interfere for them by screen blocking but shall not use interlocked interference by grasping or encircling one another in any manner.
  • Screen Blocking Fundamentals
    • The screen blocker shall have their hands and arms at their side or back.
      • Any use of arms, elbows or legs to initiate contact during a screen block is illegal.
    • A player who screens shall not:
      • Take a position closer than a normal step from a stationary opponent.
      • Make contact with an opponent when they assume position at an opponent’s side or front.
      • Take a position so close to a moving opponent that this opponent cannot avoid contact by stopping or changing direction.
      • After assuming a legal screening position, move in a position opposite the direction or path of their opponent’s movements.

Section 10: Running the Ball

  • Flag Guarding
    • Ball carriers are prohibited from denying their opponents an opportunity to remove their 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.
      • Intentionally batting a defender's hand or stiff arming.
    • Penalty – Any such violation results in a ten (10) yard Flag Guarding penalty from the spot of the foul.
  • Contact
    • The ball carrier may not charge into an opponent in their path.
      • Penalty – Any such violation results in a ten (10) yard Illegal Contact penalty from the spot of the foul.
    • If a defensive player has established position, it is the ball carrier’s responsibility to change direction.
    • An offensive player, other than the ball carrier, may not aid the ball carrier in any way during their run.
      • Penalty – Any such violation results in a five (5) yard Help the Runner penalty from the spot of the foul.
  • Diving
    • Diving is permitted on offense and defense as long as the player attempts to avoid contact.
    • Once a player leaves their feet, any contact made by an individual in the act of diving will be considered the fault of the person diving.
    • Hurdling, or any similar act, over another player is not permitted.
  • Quarterback
    • The quarterback is permitted to run the ball if desired.
    • (Co-Rec Modification) Males CANNOT run the ball passed the line of scrimmage.
      • Penalty – Any such violation results in a five (5) yard Illegal Advancement penalty from the previous spot.

Section 11: Handing, Passing, and Receiving the Ball

  • Handing the Ball Off
    • Any player may hand the ball off backwards or forwards at any time.
    • When the ball is handed off the offense retains the option to attempt a legal forward pass.
  • Backwards Pass (Lateral)
    • The ball carrier may pass the ball backward given that its initial direction is parallel with or towards the defenders end line.
    • When the ball is passed backwards behind the line of scrimmage, the offense retains the option to attempt a legal forward pass.
    • A backwards pass that hits the ground is considered a fumble and will be dead at the spot it touches the ground.
    • Should a backwards pass go out of bounds, the team last in possession receives the ball at the out of bounds spot.
      • If out of bounds behind the goal line, it is a touchback or safety.
      • It is illegal to throw a backwards pass out of bounds intentionally to conserve time.
        • Penalty – Any such violation results in a five (5) yard Illegal Pass from the spot of the foul. If committed by the initial offensive team, it is a loss of down penalty as well.
  • Legal and Illegal Forward Pass
    • During a scrimmage down, one (1) forward pass may be thrown provided the passer’s feet are behind the offensive scrimmage line when the ball leaves the passer’s hand.
    • A forward pass is considered illegal if:
      • The passer’s foot is beyond the scrimmage line when the ball leaves their hand.
      • The pass is thrown after team possession has changed during a down.
      • The pass is intentionally thrown to the ground or out of bounds to save a loss of yardage.
        • Penalty – Any such violation results in a five (5) yard, loss of down Intentional Grounding penalty from the spot of the foul.
      • A passer catches his or her own untouched forward (or backwards) pass.
      • There is more than one (1) forward pass per down
    • Penalty – Any such violation results in a five (5) yard, loss of down Illegal Forward Pass penalty from the spot of the foul.
    • A player may run across the line of scrimmage, return behind the line of scrimmage, and then still be able to complete a legal forward pass.
  • Eligible Receivers
    • All players, except the quarterback, are eligible to touch or catch a pass.
    • An offensive player forfeits their eligibility once they go out of bounds.
      • Penalty – If a player participates in a play after reentry from out of bounds the play results in a ten (10) yard Illegal Participation penalty from the previous spot.
  • Legal and Simultaneous Catch
    • A pass is considered a catch as long as the first part of the person to make contact with the ground, after the catch, is inbounds.
      • Only one foot is required to touch inbounds to be considered a catch.
    • If a pass is caught simultaneously by members of opposing teams, the ball becomes dead and belongs to the team that snapped the ball at the spot of the catch.
  • Pass Interference
    • A defensive player may not interfere with an offensive player’s opportunity to make a catch.
      • No physical contact may occur while the ball is in the air.
      • Penalty – Any such violation results in a ten (10) yard Defensive Pass Interference penalty from the previous spot.
    • An offensive player may not interfere with a defensive player’s opportunity to make a play on the ball.
      • The same restrictions applying to a defensive player apply to an offensive player.
      • Penalty – Any such violation results in a ten (10) yard Offensive Pass Interference penalty from the previous spot.
    • Offensive Pass Interference may occur before a pass is thrown, whereas Defensive Pass Interference may only occur while the pass is in the air.

Section 12: Defense

  • Flag Belt Removal
    • When the clip of the flag belt, on the ball carrier, is clearly detached from the belt, the down shall end and the ball is declared dead at the spot of the ball when the belt is removed.
    • If the flag belt inadvertently falls to the ground, the ball carrier must be tagged between the knees and shoulders to be considered down.
    • It is a penalty to remove the flag belt of a player who does not have possession of the ball.
      • Penalty – Any such violation results in a ten (10) yard Illegal Flag Belt Removal penalty from the previous spot.
  • Legal and Illegal Defensive Contact
    • In an attempt to remove the ball carrier’s flag belt, defensive players may inadvertently contact an opponent with their hands, except for the carrier’s face, neck or head.
    • A defensive player may not hold, grab, push or knock down the ball carrier in an attempt to remove the flag belt.
      • Penalty – Any such violation results in a ten (10) yard Illegal Contact penalty from the spot of the foul.
    • Defensive players must make a clear attempt to avoid contact with a passer; any contact with the passer, including contact on the follow through, will be a penalty.
      • Penalty – Any such violation results in a ten (10) yard, automatic first down Roughing the Passer penalty from the previous spot.

Section 13: Punting

  • Punting Prior to the Snap
    • On fourth down, the offensive team must first verbally announce to the officials if they are going to attempt to “go for it” or punt the ball.
      • There are NO fake punts.
      • Should a timeout be called or a foul occur, the offensive team has the right to announce a new decision to the officials.
    • The punt begins with a snap like all other downs.  
  • Kicking the Ball
    • After receiving the snap, the kicker must punt the ball immediately and in a continuous motion.
    • No one on offense or defense may cross into the neutral zone until the ball has been kicked.
    • The defense may block a punt only if they are behind the yellow cone.
  • Receiving the Punt
    • A punt that touches the ground may still be picked up by the receiving team and advanced at any time, even if the ball has come to rest.
      • A muffed punt is considered down at the spot the player initially contacts the ball.
    • Should the receiving team choose not to field the punt, the ball is considered down when touched by the defensive team.
    • If the punt goes behind the goal line:
      • Once the punt breaks the plane of R’s goal line, it is a touchback
    • There are no fair catches. Any reception off a kick is live unless dropped by the receiver.
      • It is illegal for a defensive player to interfere with an offensive player’s opportunity to receive a punt.
        • Penalty – Any such violation results in a ten (10) yard Kick Catch Interference penalty from the spot of the foul.

Section 14: Open and Closed Plays (Co-Rec Modifications)

  • Open Play
    • At the start of every offensive series of downs, plays are considered open.
    • An open play means any player may complete a legal forward pass to any other player.
    • After a legal male to male forward pass is successful, the next down(s) is/are considered closed.
  • Closed Play
    • A closed play means that a male player may not throw a legal forward completed pass to any other male.
      • Penalty – Any such violation results in a five (5) yard, loss of down Illegal Male Reception penalty from the previous spot.
    • Closed plays can only become open if both of the following occur:
      • Female involvement in a legal forward pass.
        • This includes male to female, female to male or female to female.
      • The play results in positive net yardage.
    • Females may advance the ball past the line of scrimmage; however, this does not make a closed play open.

Section 15: Penalties, Personal Fouls, and Misconduct

  • Penalty Enforcement
    • The officials will throw (a) yellow flag(s) to mark the spot(s) of a penalty.
    • Once a penalty is committed, the opposing captain is given the opportunity to accept or decline a penalty and its resulting effect(s).
      • Should penalties occur by each team, all penalties offset and the down is replayed.
    • The zone line-to-gain shall be established after all penalties are administered and prior to the ready for play signal.
    • A penalty enforcement measurement cannot take the ball more than half the distance from the enforcement spot to the offending team’s goal line; thus, the ball is placed halfway between the enforcement spot and the goal line.
  • Personal Fouls
    • Personal fouls include but are not limited to:
      • Attempting to strip the ball carrier’s ball by striking or punching it.
      • Throwing the runner to the ground.
      • Hurdling another player.
      • Contact with another player during a dead ball period.
      • Positioning oneself on another teammate to gain an advantage.
    • Penalty – Any such violation results in a ten (10) yard Personal Foul penalty from the previous spot.
  • Misconduct
    • Violations of unsportsmanlike conduct include but are not limited to the following:
      • Persistent rule infringement throughout the game.
      • Shows dissent by word of mouth or action to decisions given by the Official.
      • Is guilty of any incidental vulgar or profane language.
      • Is guilty of unsporting conduct.
      • Commits excessive incidental contact.
    • Violations resulting in an immediate ejection include but are not limited to the following:
      • Is guilty of violent conduct or serious foul play.
      • Is abusive in language or gesture towards a player or Official.
      • Persists in misconduct after receiving caution.
      • Intentionally harms another participant.
    • A team’s captain is responsible for their fans; it is possible for fans supporting a team to receive unsportsmanlike conduct penalties.
    • Penalty – Any such violation results in a ten (10) yard Unsportsmanlike Conduct penalty from the succeeding spot.

Section 16: Sportsmanship

  • Minimum Rating
    • Teams/Participants must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Officials
    • The game’s officials will determine sportsmanship ratings for each of the game’s teams.

Section 17: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Floor Hockey

Section 1: League Format

  • League Overview
    • The league will consist of three regular season matches.
    • Participants will be able to choose which day of the week and what time they play their regular season games by selecting a division within their desired league via scheduling on IMLeagues.
  • Playoff Format
    • Following league play, a single elimination tournament will be played.
    • Team rankings will be based on season performance and sportsmanship ratings.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the season and through the end of semi-final games in the playoffs.
    • Teams will be allowed a maximum of 20 players.
  • Location
    • Games will be played in the MAC Gym, on the third floor of CREC.
    • Teams will have a designated field assignment.
      • This assignment can be found online.
      • Please contact an Intramural Supervisor if you need assistance finding your playing location.
  • Supervision
    • Officials will be assigned for all scheduled games. They will be responsible for the scorecard and sign-in procedure.An Intramural Supervisor will provide oversight and aid with the operations of the sport.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the field ready to begin at the scheduled time.
      • Please alert the Intramural Supervisor if assistance is needed.
  • Alcohol and Drug
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Each team will be made up of six (6) players on the field.
      • Five (5) players will play field positions.
      • One (1) player will be the designated goalie.
      • All players must remain in the team boxes along the sidelines.
    • Stick checking is not permitted (see Section 10).
    • Offside positioning will be enforced (see Section 9).
    • A regulation game will consist of two (2) 10 minute halves.
    • It is required that teams wear uniformly colored shirts with permanent visible numbers to help distinguish one team from another.
    • Shin guards are highly recommended but not required.
  • The Court
    • The playing court will be the MAC gym
    • The goal box, located directly in front of the goal, will be nine (9) feet wide and four (4) feet deep.
    • The goals are four (4) feet high by six (6) feet wide.
  • Beginning Play
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the officials.
      • Follow the officials’ instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • Either a coin toss or even/odds game will determine the first choice.
      • The visiting team captain will be designated to make the call.
      • The captain winning the toss/game shall choose which side of play to defend in the first half.
      • Upon completion of the toss/game, each team will assume their respective sides and play will begin with a face-off.

Section 3: Equipment

  • Equipment Provided
    • A regulation puck will be provided for play.
    • Sticks will be provided for play.
      • No personal sticks will be permitted.
    • Goggles will be available for check-out at the equipment center and are recommended
    • A goalie helmet, chest protector, leg pads, catching gloves, and stick will be available on-site. Goalies can bring their own floor hockey or street hockey goalie equipment to be used.  All gear used must have a soft covering.
  • Illegal and Required Equipment
    • Shoes
      • Players must wear non-marking, athletic shoes.
      • Shoes must be made up of soft, pliable upper material (molded plastics, canvas, leather, or synthetic) which covers the foot attached to a composition bottom.
    • Attire
      • It is required that teams wear uniformly colored shirts with permanent visible numbers to help distinguish one team from another.
        • Jerseys may be rented for $1 from the equipment rental center.
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
    • Goalies must wear a full facemask or helmet with a cage, a chest protector, a catching glove on their non-stick hand, and legal pads/guards.
    • No hard and unyielding items including guards, casts, braces, etc. on the hand, wrist, forearm, and elbow, upper arm or shoulder may be worn.
  • Recommended Equipment
    • The following equipment are highly recommended, but not required
      • Mouth guards
      • Eye protection
      • Shin guards
      • Helmets
      • Elbow pads and gloves

Section 4: Players

  • Team Composition
    • Each team will be made up of six (6) players on the field.
      • Five (5) players will play field positions.
      • One (1) player will be the designated goalie.
    • (Co-Rec Modification) Teams with six (6) players must have three (3) males and three (3) females. Teams with five (5) players must have three (3) females and two (2) males or three (3) males and two (2) females.
  • Minimum Team Requirements
    • Games may be started with a minimum of four (4) players.
    • (Co-Rec Modification) Teams with four (4) must have two (2) males and two (2) females.
    • Games will be suspended if the number of players on the field drops below four (4) (i.e. due to injury, ejection, etc.).
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Club Sports Players
    • A maximum of two (2) club sports participants are permitted to be on each team’s roster.
  • Substitutions
    • Teams may substitute during any time of the game.
    • A player wishing to enter into the game as a substitute must wait for their teammate to clear the court before they may enter and they must enter through the doors located at each team box.
    • Players arriving late must first sign in with the court’s officials or Intramural Supervisor before entering play.

Section 5: Timing

  • Periods
    • A regulation game will consist of two (2) 10 minute halves.
    • The clock will stop during the last minute of the second half for goals, fouls, covered pucks, or a stoppage of play by the officials, and will be managed by the Intramural Supervisor.
      • The clock will resume once the puck is legally put into play.
    • Halftimes will be a maximum of three (3) minutes long and teams will switch sides at the start of the second period.
  • Time-outs
    • Teams will not receive any time-outs.
    • Injury time-outs may be determined only by the officials and/or Intramural Supervisor.
  • Overtime
    • During league play, there are no overtime periods and games will result in a tie.
    • During the playoffs, a three (3) minute overtime period will be played until the first team scores (the “golden goal”).
      • The clock will stop during the last 30 seconds of the overtime period for fouls, covered pucks, or a stoppage of play by the officials, and will be managed by the Intramural Supervisor.
        • The clock will resume once the puck is legally put into play.       
    • If no goal is achieved in this three (3) minute period, a shootout, taken from the center of the floor, will occur with the following rules:
      • Only three (3) field players from each team.
      • The three (3) selected field players from each team will begin a rotation alternating penalty shots from the black line.
        • The first round of penalty shots consists of each player taking a shot. The team with the higher number of goals wins.
        • If the score is still tied, players/teams will alternate shots with the remaining players on the team in a sudden death penalty shot format until one team scores unanswered.
      • (Co-Rec Modification) Shooters must alternate male/female or female/male.
      • (Co-Rec Modification) No player may shoot twice until all other eligible players for their gender have attempted a shot.
      • The officials will choose the side of field for the shootout. A coin toss (see Section 2.III) will determine who shoots first.
  • Official Game
    • If a game has reached halftime and inclement weather stops play, the game will be over and its score will be considered official.
    • If a game has not yet reached halftime and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Goals
    • A goal is scored only when the entire puck has passed completely over the goal line, between the goalposts and under the crossbar, provided no infraction of the rules has occurred during this process.
      • The puck may not be kicked into the opponent’s net.
    • Goals are worth one (1) point.
    • (Co-Rec Modification) goals scored by females are worth two (2) points.
    • After a scored goal, play resumes with a face-off from the center circle.  
  • Mercy Rule
    • If at any time during the final two (2) minutes of the second half a team is ahead by five (5) goals or more, the game shall be ended.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) to zero (0) will be given.

Section 7: Face-Offs and Free Shots

  • Face-offs
    • Face-offs will occur when:
      • A period starts
      • A goal is scored
      • The puck becomes frozen between two players
      • The puck leaves the playing surface
      • A net is dislodged
      • The puck is frozen by the goalie
      • An injury occurs
    • Face-offs will be played from the center circle after a goal.
      • All other instances will be played from the closest face-off dot.
    • Players (except the two (2) involved in the face-off) must be ten (10) feet away from the face-off spot, and must be on their defensive side of the face-off spot.
    • Players in the face-off shall stand with their feet and body squared to their opponent, with the tips of their sticks no less than two (2) feet apart and on the floor.
  • Free Shots
    • Free shots occur when play is stopped due to a violation or penalty.
    • The free shot is taken from the closest face-off dot
    • Any player from the opposing team may take the free shot.
      • Players may pass, shoot, or carry the puck.
      • Players shall have three (3) seconds to play the puck after the official’s whistle.
        • If player plays the puck before the whistle or delays longer than three (3) seconds, it is a turnover and the other team will get a free shot from the same spot.
      • All other players must be ten (10) feet away from the shooter.
  • Penalty Shots
    • Shall be awarded if, in the Official’s opinion, a scoring opportunity was nullified by an infraction.
    • (Co-Rec Modification) A penalty shot scored by a female will be worth two (2) points except during overtime penalty shots.
    • Penalty shots will be conducted as follows:
      • Puck shall be placed at center court
      • Player fouled will play the puck forward and attempt a shot
      • Once the puck is touched, the player shooting has 10 seconds to actually attempt the shot
      • The puck must be kept in motion towards the goal.  Should forward motion of the puck stop an immediate shot must be taken.  If no shot is taken the penalty shot is ruled invalid.
    • Goaltender responsibilities
      • The goaltender may stop the puck in any legal manner
      • They must stay in the crease until the puck crosses the blue line (the attacking zone line).  If they do not it is considered an infraction and the shooting player is allowed to retake the penalty shot if the first attempt fails.
    • After the shot, play will resume with a center floor face-off.

Section 8: Goalie Rules

  • Goalie Privileges
    • A goalie may stop the puck with their body, glove, or stick.
      • Goalies may not throw their equipment to stop the puck.
    • Goalies shall not place extra equipment on the net.
      • Minor Penalty-Any instance will result in a two (2) minute Delay of Game penalty
  • Puck Possession
    • A goalie with possession must release the puck within three (3) seconds of obtaining it.
      • Should the goalie possess the puck for longer than three (3) seconds, a face-off will be called.
  • Pulling the Goalie
    • A team pulling their goalie and adding a floor player will relinquish all of their goalie rights.
    • Defensive players may enter the crease to stop a shot on goal, but may not freeze the puck.
      • Minor Penalty — Any instance will result in a two (2) minute Delay of Game penalty.
      • Penalty shot — A defensive player freezing the puck in the crease will result in a penalty shot for the offensive team.

Section 9: Violations and Offside

  • Violations include but are not limited to:
    • High sticking—a high stick that is not considered to be in traffic will be called a violation
    • Hand pass—directly passing the puck to a teammate with your hand
    • Kicking the puck—a puck may not be intentionally kicked into the offensive goal.
    • Player in the goal crease—no offensive player may enter the goal or break the plane of the crease at any time.
    • Dangerous play/Sliding—dangerous play includes, but is not limited to, playing a puck from your knees or sliding.
  • Violation Enforcement
    • Play will stop immediately.
    • The offended team will receive a free possession from the face-off dot nearest the violation.
  • Offside
    • A player is offside when both feet on the court are completely over the line closest to the opposing team’s goal at the instant the puck completely crosses the line. The position of the player’s feet and not that of his or her stick shall be the instances in deciding an offside. To establish on side, one foot must be in the neutral zone.
    • Once the puck enters the attacking zone on side, it remains on side until the puck is cleared beyond the centerline (floating offside).
    • Offside will be considered a violation and will be enforced as such.

Section 10: Minor and Major Penalties

  • Minor Penalties
    • Shall be enforced requiring the offending player to sit out two (2) minutes of play.
      • If a goalie receives a minor penalty another player on their team may serve the penalty
    • The team of the offending player must play shorthanded for the duration of the penalty.
    • Shall be over once the two (2) minutes have expired or the opposing team scores a goal
    • If the field players are at even strength then the penalty is not releasable.
    • Minor penalties and definitions:
      • Too many players on the floor—may be served by any player on the offending team.
      • Interference—making intentional contact with an opponent not playing the puck in an effort to impede them from getting to the puck
      • Goalie possession of puck—goalie may not gain possession of puck outside crease unless part of his/her body is touching the crease.
      • Playing with a broken stick—broken sticks must be removed from the playing field immediately.
      • Boarding—ramming a player into the boards or wall, whether they have the puck or not.
      • Tripping—using any part of the body to make an opponent fall.
      • Holding—grabbing an opponent’s jersey or stick to gain an advantage.
      • Elbowing—hitting or attempting to hit a player with your elbow.
      • Kicking—kicking or attempting to kick a player.
      • Kneeing—kneeing or attempting to knee a player.
      • Pushing—pushing an opponent to gain an advantage.
      • Illegal use of hands—using your hands to gain an advantage over an opponent.
      • Body checking/Roughing—excessive body contact with another a player.
      • Delay of game—any action that hinders the completion of the game.
      • Hooking—using your stick to slow an opponent.
      • High sticking in traffic—raising the stick above the waist within a foot of another player.
  • Major Penalties
    • Shall be enforced requiring the offending player to sit out four (4) minutes of play.
    • The team of the offending player must play shorthanded for the duration of the penalty.
      • Players shall not return from goals scored by the opposing team
      • Players must serve the four (4) minute penalty.
    • Major penalties may include but are not limited to:
      • Flagrant fouls
      • Technical fouls
      • Second minor penalties
  • Penalty Enforcement
    • Play will immediately stop and a penalty will be charged to the player at fault.
    • The offended team will receive a free possession from the face-off dot nearest the penalty.
  • Disqualification
    • If a player receives two major penalties they are disqualified from that game.
      • The first penalty assessed to a player may be a minor or major depending on the severity
      • The second penalty is always a major

Section 11: Misconduct

  • Ejection
    • Violations resulting in an immediate ejection include but are not limited to the following:
      • Is guilty of violent conduct or serious foul play.
      • Is abusive in language or gesture towards a player or Official.
      • Persists in misconduct after receiving caution.
      • Intentionally harms another participant.
    • Ejected players must meet with the Intramural Supervisor to fill out information, and will then be required to attend a misconduct meeting with the Assistant Director of Intramural Sports before they can play in the next game.

Section 12: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Officials
    • The game’s officials will determine sportsmanship ratings for each of the game’s teams.

Section 13: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Indoor Volleyball

Section 1: League Format

  • League Overview
    • The league will consist of three regular season games.
    • Participants will be able to choose which day of the week and what time they play their regular season games by selecting a division within their desired league via scheduling on IMLeagues.
  • Playoff Format
    • Following league play, a single elimination tournament will be played.
    • Team rankings will be based on season performance and sportsmanship ratings.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the season and through the end of semi-final games in the playoffs.
    • Teams will be allowed a maximum of 20 players.
  • Location
    • Games will be played in the Gold & Black Gym Courts 4-6.
    • Teams will have a designated court assignment.
      • This assignment can be found online.
      • Please contact an Intramural Supervisor if you need assistance locating your playing location.  
  • Supervision
    • Officials will be assigned for all scheduled games. They will be responsible officiating games and enforcement of Volleyball rules.
    • An Intramural Supervisor will provide oversight and aid with the operations of the sport.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the court ready to begin at the scheduled time.
      • Please alert the Intramural Supervisor if assistance is needed.
  • Alcohol and Drug
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these polici

Section 2: The Game

  • Brief Overview
    • All players must be in the correct position of the rotation once a serve is made.
      • Once the serve is completed, players may change their line position.
        • A front court player may switch with a backcourt player.
        • A backcourt player may switch with a front court player; however, this player may not “attack” or block the volleyball in front of the ten (10) foot line (see Section 2.II).
          • An “attack” is considered leaving the ground to play a ball above the net.
      • Any positioning violations result in a loss of that point.
    • Teams are allowed three (3) hits per rally; the ball must cross over the net after the third hit.
      • (Co-Rec Modification) A team that contacts the ball more than once must have both genders contact the ball at least once during that rally.
    • Should the ball contact the ceiling, it is considered in play as long as the offensive team contacts it before it contacts an opponent, the opponent’s playing area or lands out of bounds.
    • Spiking is permitted.
      • (Co-Rec Modification) Men CANNOT spike the ball in Co-Rec Gold divisions, but men CAN spike the ball in Co-Rec Black divisions.
      • (Co-Rec Modification) Men may still block.
    • Kicking is permitted.
    • Balls landing on the boundary lines are considered in play.
  • The Court
    • The playing court has the dimensions of 30 feet wide by 60 feet long.
      • The serving area behind the back boundary line is six (6) feet in depth.
      • The ten (10) foot line marks the limit to the back row’s attack.
    • Nets
      • The net itself is three (3) feet tall.
      • Regulation men’s nets are 7’ 11 5/8’’ in height.
      • Regulation women’s nets are 7’ 4 1/8’’ in height.
      • (Co-Rec Modification) Co-Rec Gold divisions will use regulation women’s nets, but Co-Rec Black divisions will use regulation men’s nets.
  • Beginning Play
    • The Intramural Supervisor and officials will assist teams with court assignments.
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the officials.
      • Follow the officials’ instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • Either a coin toss or even/odds game will determine the first choice.
      • The visiting team captain will be designated to make the call.
      • The captain winning the toss/game shall choose one of the following options:
        • Choose to serve or receive first.
          • If this option is chosen, the remaining captain will choose which side of the net they will begin play on.
        • Choose which side of the net to begin play on.
          • If this option is chosen, the remaining captain will choose between serving or receiving first.
      • Upon completion of the toss/game, each team will assume their respective sides and play will begin.

Section 3: Equipment

  • Equipment Provided
    • Regulation indoor volleyballs will be provided.
    • Players may use their own volleyballs as long as both captains and the Intramural Supervisor or officials agree prior to the start of play.
  • Illegal and Required Equipment
    • Players must wear non-marking athletic shoes.
    • Attire
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.

Section 4: Players

  • Team Composition
    • An official team shall consist of six (6) players on the court.
    • Teams are permitted a maximum of 20 players on their roster.
    • (Co-Rec Modification) Teams with six (6) players may play with three (3) males and three (3) females, four (4) males and two (2) females or four (4) females and two (2) males.
  • Roster Limit
    • Teams can have a maximum of 20 players on their roster.
  • Minimum Team Requirements
    • Games may be started with a minimum of four (4) players.
    • (Co-Rec Modification) Teams must meet the following requirements:
      • If there are only five (5) players, a team may play with three (3) males and two (2) females or vice versa.
      • If there are only four (4) players, a team may play with two (2) males and two (2) females, three (3) males and one (1) female or three (3) females and one (1) male.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Substitutions
    • Teams may substitute only during dead ball situations.
    • An unlimited number of substitutions may be made throughout the match.
    • The substitute must report to the substitution zone and be beckoned on by the Official prior to taking the same spot of the player leaving.
    • The substituted player must enter the same spot as the player leaving the rotation.
    • Players arriving late must first sign in with the Intramural Supervisor before entering play.

Section 5: Timing

  • Time Limit
    • A 40 minute time limit will be enforced by the officials and Intramural Supervisor.
  • Timeouts
    • Teams will not receive any timeouts.
    • Injury timeouts may be determined only by the officials and Intramural Supervisor.
  • Overtime
    • When the time limit is called during the regular season there will be NO overtime.
    • The match score will be recorded as follows:
      • If in game 2, the winner of game 1 will receive the win with a score of 1-0
      • If in game 3, the team with the most points in that game will receive the win with a score of 2-1
      • If in game 3 and the game score is tied a match score of 1-1 will be given
    • Playoff Modification: Matches are played with no time limit. See Section 6.1 on winning a match.
  • Official Game
    • If at least one (1) game has been completed and inclement weather stops play, the game will be over and its score will be considered official.
    • If at least one (1) game has not been completed and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Winning the Game
    • Matches shall consist of the best two (2) out of three (3) games.
    • In the first and second games, the first team to score 25 points will win the game.
      • Teams must win by at least two (2) points.
      • Should a team reach 25 points and not be ahead by two (2) points, the winner will be the first team ahead by two (2) points or the first team to reach 30 points.
    • If a third game is necessary, the game will be played to 15 points.
      • Teams must win by at least two (2) points.
      • Should a team reach 15 points and not be ahead by two (2) points, the winner will be the first team ahead by two (2) points or the first team to reach 20 points.
    • Rally scoring will be in effect; the winner of each served ball will receive a point and service.
  • Rallies
    • Teams are allowed three (3) hits per rally; the ball must cross over the net after the third hit.
      • Should a team commit a clean block, the block will not be considered one (1) of their three (3) contacts to get the ball over the net.
      • (Co-Rec Modification) A team that contacts the ball more than once must have both genders contact the ball at least once during that rally.
    • Play continues until:
      • The ball contacts the playing surface.
      • A team contacts the ball too many times in a given possession.
      • An illegal hit or illegal serve occurs (see Section 7 and Section 8).
      • Contact with the net occurs by a player.
      • The ball crosses over to the other teams side, not in the area above the net
    • A player may hit the ball twice during each rally as long as another player contacts the ball in between hits.
    • Should the ball contact the ceiling, it is considered in play as long as the offensive team contacts it before it contacts an opponent, the opponent’s playing area or lands out of bounds.
    • Balls landing on the boundary lines are considered in play.
  • Mercy Rule
    • There will be no mercy rule scores.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) game to zero (0) will be given.

Section 7: Serving

  • Serving
    • The server may serve from any location behind the back edge of the boundary line.
    • Let serves are permitted.
  • Legal Serve and Return
    • The serving side:
      • May not hit the ball with both hands.
      • May not step over the back line or inside the court until the ball is hit.
      • The ball may hit the net on the serve.
    • The returning side may not block or spike a serve.
      • Spike: an attack play in which the ball is forcibly hit into the opponent’s court with an overarm motion.
      • Block: action of a player close to the net at the moment of contact, meant to deflect the ball back to the opponent’s side.  
    • All players must be in the correct position of the rotation once a serve is made.
      • Once the serve is completed, players may change their line position.
        • A front court player may switch with a backcourt player.
        • A backcourt player may switch with a front court player; however, this player may not “attack” (see Section 8.II.D).
      • Any positioning violations result in a loss of that point.

Section 8: Legal and Illegal Contacts

  • Legal Contacts
    • The ball may be hit by any part of the body, including the foot, as long as it is a clean hit.
    • The ball can contact any number of parts of the body providing the contacts are simultaneous and that the ball is not held but hit and rebounds clearly.
    • Spiking is permitted.
      • (Co-Rec Modification) Men CANNOT spike the ball in Co-Rec Gold divisions, but men CAN spike the ball in Co-Rec Black divisions.
      • (Co-Rec Modification) Men may still block. See Section 7.B.ii for the definition of blocking
  • Illegal Contacts
    • The ball cannot come to rest momentarily on a player’s hands or arms.
    • Scooping, lifting, pushing and carrying the ball is illegal.
    • Double contact is not permitted.
      • A player contacting the ball more than once with any part of the body without any other player touching the ball between these contacts will be considered an illegal double hit.
        • This does not apply to blocks.
        • This does not apply to the first team contact after a serve.
    • A backcourt player may switch with a front court player; however, this player may not “attack” or block the volleyball in front of the ten (10) foot line (see Section 2.II).
      • An “attack” is considered leaving the ground to play a ball above the net.
      • “Attack” violations result in a loss of that point.
      • A backcourt player may, however, still “attack” from behind the ten (10) foot line.

Section 9: Net Play

  • General Net Play
    • Any ball, other than the serve, may be recovered from the net provided the player avoids touching the net.
    • When reaching over the net, a player may follow through over the net provided that they initially contact the ball on their side of the net.
    • Player(s) in the act of blocking may reach across the net but may not contact the ball until their opponent has first contacted the ball.
    • Should a player contact the net, the point and serve shall be awarded to the opposing team.
  • Crossing the Centerline
    • Player(s) may reach under the net to retrieve a ball that is currently in play by their team.
    • During play, any part of a player’s foot may touch the center line.
      • Any part of the feet may touch on the opponent’s side of the court as long as any part of the body is touching the center line.
    • Any part of a player’s body may be in the air below the net and beyond the center if they do not interfere with the opponent’s play by touching the ball or an opponent.

Section 10: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Officials
    • The game’s officials will determine sportsmanship ratings for each of the game’s teams.

Section 11: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Inner Tube Water Polo

Section 1: League Format

  • League Overview
    • The league will consist of three regular season matches.
    • Participants will be able to choose which day of the week and what time they play their regular season games by selecting a division within their desired league via scheduling on IMLeagues.
  • Playoff Format
    • Following league play, a single elimination tournament will be played.
    • Team rankings will be based on season performance and sportsmanship ratings.
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the season and through the end of semi-final games in the playoffs.
    • Teams will be allowed a maximum of 20 players.
  • Location
    • Games will be played in the Boilermaker Aquatics Center.
    • Teams will have a designated field assignment.
      • This assignment can be found online.
      • Please contact an Intramural Supervisor if you need assistance finding your playing location.
  • Supervision
    • Officials will be assigned for all scheduled games.  They will be responsible for officiating the game and providing sportsmanship ratings.
    • An Intramural Supervisor will provide oversight and aid with the operations of the sport.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the field ready to begin at the scheduled time.
      • Please alert the Intramural Supervisor if assistance is needed.
  • Alcohol and Drug
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies. 

Section 2: The Game

  • Brief Overview
    • Each team will be made up of five (5) players on the field.
      • Four (4) players will play field positions.
      • One (1) player will be the designated goalie.
      • All other players must remain in the team boxes along the sidelines.
    • A regulation game will consist of two (2) 10 minute halves.
  • The Playing Area
    • The playing field has the dimensions of 25 yards long by 20 yards wide.
    • The goal box, located directly in front of the goal, will extend from the end line out 15 feet and the entire width of the playing area.
    • The goals are three (3) feet high by 118 inches wide.
  • Beginning Play
    • Swim Test
      • Prior to play each player must pass a swim test by swimming the width of the pool
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the officials.
      • Follow the officials’ instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • Either a coin toss or even/odds game will determine the first choice.
      • The visiting team captain will be designated to make the call.
      • The captain winning the toss/game shall choose which side of play to defend in the first half.
    • At the start of each half, teams line up at each end of the pool with one hand on the far wall. The Official will toss the ball into the middle of the pool. On the Official’s whistle, both teams may propel their inner tubes toward the ball.

Section 3: Equipment

  • Equipment Provided
    • Inner tubes will be provided. Teammates must use matching colored inner tubes.
    • Swim caps with numbers will be provided.
    • Players must sit in tube with both legs hanging over the tube.
  • Illegal and Required Equipment
    • Swimming suits are required, no gym or running shorts.
    • No eye glasses are permitted in the pool.
    • No jewelry, hats, or anything that would be considered potentially harmful to other participants may be worn.
    • No hard and unyielding items including guards, casts, braces, etc. on the hand, wrist, forearm, and elbow, upper arm or shoulder.

Section 4: Players

  • Team Composition
    • Each team will be made up of five (5) players on the field.
      • Four (4) players will play field positions.
      • One (1) player will be the designated goalie.
    • (Co-Rec Modification) Teams with five (5) players must have three (3) males and two (2) females or two (2) males and three females (3).
      • Teams playing with five (5) players must have an equal number of males and females as field position players.
  • Minimum Team Requirements
    • Games may be started with a minimum of three (3) players.
    • (Co-Rec Modification) Teams with four (4) players must have two (2) males and two (2) females
      • Teams playing with four (4) players will have one (1) field player of the same gender as the goalie and two (2) field players of the opposite gender.
    • (Co-Rec Modification) Teams with three (3) must have one (1) male and two (2) females or vice versa.
      • Teams playing with three (3) players must have an equal number of males and females of field position players.
    • Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Club Sports Players
    • A maximum of two (2) club sports participants are permitted to be on each team’s roster.
  • Substitutions
    • Substitutions may only be made during time-outs, after an injury, after a goal is scored, or between halves/overtimes.
    • Players arriving late must first sign in with the officials or Intramural Supervisor before entering play.

Section 5: Timing

  • Periods
    • A regulation game will consist of two (2) 10 minute halves.
    • The clock will only stop in the final two minutes of the second half.  The game officials will keep the game clock.
    • Halftime will be a maximum of three (3) minutes long and teams will switch sides at the start of the second period.
  • Time-outs
    • Teams will receive one time-out per game and the team must be in possession of the ball in order to call time-out.
    • Injury time-outs may be determined only by the officials and/or the Intramural Supervisor.
  • Overtime
    • During league play, there are no overtime periods and games will result in a tie.
    • During the playoffs, a two (2) minute overtime period will be played until the first team scores (the “golden goal”).
    • If no goal is achieved in this two (2) minute period, a shootout, taken from the penalty throw location, will occur with the following rules:
      • One (1) goalie for each team will be selected for the shootout.
      • Only three (3) field players.
      • The three (3) selected field players from each team will begin a rotation alternating penalty shots.
        • The first round of penalty shots consists of each player taking a shot. The team with the higher number of goals wins.
        • If the score is still tied, players/teams will alternate shots with the remaining players on the team in a sudden death penalty shot format until one team scores unanswered.
      • (Co-Rec Modification) Shooters must alternate male/female or female/male.
      • (Co-Rec Modification) No player may shoot twice until all other eligible players for their gender have attempted a shot.
      • The officials will choose the side of field for the shootout. A coin toss (see Section 2.III) will determine who shoots first.
  • Official Game
    • If a game has reached halftime and inclement weather stops play, the game will be over and its score will be considered official.
    • If a game has not yet reached halftime and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits

Section 6: Scoring

  • Goals
    • A goal is scored only when the entire ball has passed completely over the goal line, between the goalposts and under the crossbar, provided no infraction of the rules has occurred during this process.
    • Once a goal is scored, play will resume like the beginning of play, where teams will line up at each end of the pool with one hand on the far wall. The Official will toss the ball into the middle of the pool. On the Official’s whistle, both teams may propel their inner tubes toward the ball.
    • If a player is dumped or falls out of their tube prior to releasing the ball on a shot, the goal will be disallowed.
  • Mercy Rule
    • If at any time during the final two (2) minutes of the second half a team is ahead by five (5) goals or more, the game shall be ended.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) to zero (0) will be given.

Section 7: Gameplay

  • Beginning Play
    • At the start of each half, teams line up at each end of the pool with one hand on the far wall. The Official will toss the ball into the middle of the pool. On the Official’s whistle, both teams may propel their inner tubes toward the ball.
  • Restarting Play
    • On any restart of play (i.e. throw-ins, after a goal is scored, Indirect Free Throw, Direct Free Throw) play will resume upon the whistle of the Official.
  • Method of Play
    • Players dribble the ball by pushing it in the water, holding it between their knees, holding it with two hands, holding it with one hand in the air, holding it against their body, or holding it in their lap. One or both hands may be used to pass, catch, or throw the ball. The ball may not be held completely under water.
    • Players may not hold on the walls or goal area while having possession of the ball.
    • Feet may not be used to knock the ball out of possession of another player or to score a goal.
  • Inner Tube Etiquette
    • Players must sit in their inner tubes with their arms and legs over the side.
    • No player may leave his or her inner tube.
    • The ball may not be touched or maneuvered while outside the inner tube.
    • The ONLY thing you can do when you are not in your tube is get back in your tube.
    • Players may not hold onto the wall or goal area.Defensive players may push or dump opponent’s inner tubes, IF the opponent is in possession of the ball. Contact with the opponent is not allowed.
      • Possession of the ball includes but is not limited to:
        • Holding the ball with one or both hands.
        • Holding the ball with your legs.
        • Having the ball sit or rest on your lap.
      • An offensive player who intentionally shields the ball in the water near their tube (not picking it up) to avoid possession and thus avoid getting dumped will be penalized with a delay of game and possession of the ball will be given to the defense.
  • Throw-In
    • A throw-in shall occur when the ball goes out of play.
    • The throw-in shall be awarded to the team who did not last touch the ball prior to it going out of play.
    • A throw-in will occur at spot along the wall where the ball went out of play.
    • The thrower shall remain in their tube along the wall to make the throw-in.
    • The throw-in is indirect and the ball must be passed to another player prior to a shot on goal.
  • Goalkeeping
    • The goalie box is the area that extends five yards from the edge of the pool across the entire width of the pool.
    • No player, other than the goalie, may enter the goalie box at any time.
    • The goalie may not leave their tube to block a shot, if the goal is made it is scored. If the goal is missed the offended player will receive a penalty shot.
    • The goalie may not hold the ball for more than five seconds in the goalie box.The goalie may not throw the ball in flight beyond the centerline while inside their goalie box.
      • If the goalie dribbles outside of their box they will be considered another field player and will be able to throw the ball past the centerline.
    • If the goalie blocks a shot and the ball goes out of bounds as a result, the ball is given to the offense for an indirect throw-in along the wall at the outside of the goalie box.
    • Ball Possession
      • A goalkeeper who takes control of the ball with his hands must release the ball within six (6) seconds of obtaining it.
        • Should the goalkeeper take control of the ball with his hands for longer than six (6) seconds, an indirect free throw from outside the goal box nearest to where the offense occurred is awarded to the opposing team.
  • Passive Play
    • Teams must make a recognizable attempt to attack or shoot on goal during their possession.
      • This includes all phases of the team’s possession, including but not limited to when the ball is moved down the court, during the build-up phase, and during the finishing phase.
      • Passive play includes but is not limited to the following:
        • Action sideways and not in depth toward the goal.
        • Repeated passing between two players with no clear increase of pace or action toward the goal.
        • Passing of the ball with all positions involved with no clear increase of pace or recognizable actions toward the goal.
      • Passive play violation results in an indirect free throw for the opposing team from the spot where the ball was when play was interrupted.

Section 8: Fouls

  • Each of the following constitutes a PERSONAL FOUL:
    • Unnecessary or intentional bodily contact with an opposing player.
    • Holding onto or dumping an opposing player’s inner tube when that opposing player is not in possession of the ball.
    • Contacting a player with the ball (tube may be dumped).
    • Deliberately splashing water in the face of an opponent.
    • Committing any infraction for the purpose of scoring or preventing a score.
  • Penalties for personal fouls will be enforced as follows:
    • A player is disqualified on his/her third personal foul.
    • The penalty for a personal foul is a direct free throw at the spot of the foul.
    • On the fifth personal foul by a team in a period, a penalty shot will be awarded.  Thereafter, every set of five team fouls will be a penalty shot (e.g. 10th team personal foul, 15th team personal foul, etc).  Team fouls do not carry over to the next period.
  • Major Fouls
    • For any flagrant, malicious, or violent fouls, the offending player will be ejected and a penalty shot will be awarded to the offended team.
  • Direct Free Throws
    • On all direct free throws, the ball must be released within five seconds of the whistle.  Players may either shoot directly on goal or pass to a teammate.  All other players must be three feet away from the thrower prior to the throw.
  • The penalty for any INFRACTION is an indirect free throw for the opposing team at the spot of the infraction. Infractions are as follows:
    • Play before the referee blows the whistle.
    • The goalie throwing the ball across the center line while in their goal area.
    • Intentionally holding the ball.
    • Intentionally delaying the game.
    • Handling the ball while out of the inner tube.
    • Interfering with another player while out of the inner tube.
    • Stalling – when a team is penalized for stalling, the opposing team will be awarded the ball for an indirect free throw at the edge of the goal box of the team being penalized.
    • Striking the ball with a clenched fist (goalie exempted).
    • Any player going into their opponent’s goal box. IF a player is forced into the box but is still making an attempt to get out, no foul will be called.
    • Touching the ball before it reaches the water on a face-off.
    • Throwing directly at the goal on an indirect free throw (must be thrown to a teammate first).
    • Holding onto the wall while one’s team is in possession of the ball.
    • Holding the ball completely underwater.
  • Indirect Free Throws
    • On all indirect free throws, the ball must be passed within five seconds to a teammate before an attempt for a goal may be made. All players must be three feet away from the free thrower prior to the throw.
  • Penalty Shots
    • Penalty shots as a result of a major foul may be taken by any team member in the pool at the time of the foul.
      • (Co-Rec Modification) A penalty shot as a result of a major foul must be taken by a person of the same gender that was fouled.
      • (Co-Rec Modification) A penalty shot as a result of a team’s fifth personal foul in a half may be taken by either gender.
    • The following procedure will be followed for all penalty throws.
      • The player taking the throw must line up on the edge of the goal box. All other players must be at least three feet away from the thrower.
      • The Official shall ensure that both the goalie and thrower are ready. The thrower shall raise the ball into the air.
      • On the whistle, the thrower must attempt to score a goal. NO hesitation or faking is permitted.
      • Hesitating or faking will result in loss of the penalty shot and the ball awarded to the goalie for a throw.
      • Following an unsuccessful attempt, the ball remains live and in play.

Section 9: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Officials
    • The game’s officials will determine sportsmanship ratings for each of the game’s teams.

Section 10: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Singles Racquetball Tournament

Section 1: Tournament Format

  • Tournament Overview
    • The tournament will consist of a one day single elimination tournament.
    • Participants will be able to choose which day of the week and what time they play their tournament games via scheduling on IMLeagues.
  • Playoff Format
    • Once a winner is decided from each tournament, a “champions” tournament will be played to determine the overall Intramural Champion.
  • Location
    • Games will be played in the CREC’s Lower Racquetball Courts.
    • Players/Teams will have a designated court assignment.
      • This assignment can be found online via IMLeagues.
      • Please contact an Intramural Supervisor if you need assistance locating your playing location.  
  • Supervision
    • No officials will be present.
      • Players are responsible for making their own calls.
      • It is recommended that any disagreements should be determined by a replay of that point.
    • An Intramural Supervisor will provide oversight and aid with operations of the sport.
      • Please alert the Intramural Supervisor if assistance is needed.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the court ready to begin at the scheduled time.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Only the serving side may score a point.
    • The server must stand in the service zone and bounce the ball one (1) time before striking the ball.
    • Play continues until a player fails to return the ball to the front wall before the ball hits the ground twice.
    • Hinders are stoppages in play which result in the replay of a point (see Section 6.III).
  • The Court
    • The playing court has the dimensions 20 feet wide by 40 feet long.
    • Players must serve in the section marked “Service Zone”.
    • When receiving, players must stand behind the “Receiving Line”.
  • Beginning Play
    • The Intramural Supervisor will assist teams with court assignments.
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the supervisor.
      • Follow the supervisor’s instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • After the warm-up period, a coin toss or even/odds game will determine first serve.
      • Upon completion of the toss/game, players will assume their respective positions and play will begin.

Section 3: Equipment

  • Equipment Provided
    • Racquets and balls will be provided.
    • Players may use their own equipment as long as they meet the United States Racquetball Association specifications.
  • Illegal and Required Equipment
    • Players must wear non-marking athletic shoes.
    • Attire
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
  • Recommended Equipment
    • Eye guards are highly recommended but not required.

Section 4: Players

  • Team Composition
    • An official team shall consist of one (1) player for singles
  • Substitutions
    • Substitutions can be made up to and through registration.
    • Once play begins, no substitutions are permitted.

Section 5: Timing

  • Time Limit
    • A 40 minute time limit will be enforced by the Intramural Supervisor.
    • A five (5) minute warm-up will be given prior to the match’s official start.
  • Timeouts
    • Teams will not receive any timeouts.
    • Injury timeouts may be determined only by the Intramural Supervisor.
  • Overtime
    • Should the score be tied at the time limit, a tiebreaker is played first to five (5) points.
    • The winning team must win by two (2) or be the first to reach eight (8) points.
  • Official Game
    • If at least one (1) game has been completed and inclement weather stops play, the game will be over and its score will be considered official.
    • If at least one (1) game has not been completed and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Winning the Game
    • Matches will consist of a best of three (3) game series.
      • Each game will be played to 15 points.
      • Teams must win by two (2) or be the first to reach 18 points. A score of 15-14 does not win the game.
    • Only the serving side may score a point.
  • Rallies
    • Play continues until a player fails to return the ball to the front the wall before the ball hits the ground twice.
    • The ball can hit the front wall either on the fly or after the bounce.
    • Balls may be played off of the side and back walls.
  • Hinders
    • Hinders are stoppages in play which result in the replay of a point.
    • It is your responsibility to give your opponent enough room to hit the shot they want. This includes allowing them to hit a straight shot to the front wall as well as the angle to hit a crosscourt shot to the opposite corner.
    • Other examples of hinders include but are not limited to:
    • The ball strikes any part of the court resulting in an erratic rebound (vent, fan, light, or knob).
    • Accidentally hitting opponent with the ball as it is heading toward the front wall.
    • Unintentionally contacting opponent while attempting to make a play on the ball.
    • Screening the opponent’s view of the ball or having the ball pass between one’s legs.
  • Mercy Rule
    • There will be no mercy rule scores.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) to zero (0) will be given

Section 7: Serving and Receiving

  • Serving
    • The server must stand in the service zone and bounce the ball one (1) time before striking the ball.
    • The ball must strike the front wall before striking any other wall/ceiling/floor.
    • The server has two (2) tries to legally serve the ball.
    • A fault serve occurs when:
      • The ball hits the floor on or in front of the short line.
      • The ball hits both side walls before hitting the floor.
      • The ball hits the back wall before hitting the floor.
  • Receiving
    • The person being served to must stand behind the receiving line.
    • The receiver may play the ball either in the air or any time before the ball hits the floor a second time.

Section 8: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Supervisor
    • The game’s Intramural Supervisor will determine sportsmanship ratings for each of the match’s players.

Section 9: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Singles Tennis Tournament

Section 1: Tournament Format

  • Tournament Overview
    • The tournament will consist of a one day single elimination tournament.
    • Participants will be able to choose which day of the week and what time they play their tournament games via scheduling on IMLeagues.
  • Playoff Format
    • Once a winner is decided from each tournament, a “champions” tournament will be played to determine the overall Intramural Champion.
    • Playoff seeding will be based on the order in which participants complete the sign in process (not necessarily in the order of arrival).
  • Location
    • Games will be played at the TREC Tennis Courts.
    • Individuals/Teams will have a designated court assignment.
      • This assignment will be given when player(s) sign in.
      • Please contact an Intramural Supervisor if you need assistance finding your playing location.  
  • Supervision
    • No officials will be present.
      • Players are responsible for making their own calls.
      • It is recommended that any disagreements should be determined by a replay of that point.
    • An Intramural Supervisor will provide oversight and aid with operations of the sport.
      • Please alert the Intramural Supervisor if assistance is needed.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the court ready to begin at the scheduled time.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these policies.

Section 2: The Game

  • Brief Overview
    • Players will change sides of the court at the end of the first, third and every subsequent odd game of the set.
    • During the serve, the ball must clear the net and land in the appropriate service court (see Section 7).
    • Balls landing on the boundary lines are considered in play.
    • The doubles alley is considered out of play during singles play.
  • The Court
    • The playing court has the dimensions 27 feet wide by 78 feet long for singles and 36 feet wide by 78 feet long for doubles.
    • Players must serve behind the baseline to the left or right of the center line – depending on the point (see Section 7 and Section 8).
    • Serves must land within the appropriate service box before being returned (see Section 7).
  • Beginning Play
    • The Intramural Supervisor will assist individuals/teams with court assignments.
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the Intramural Supervisor.
      • Follow the Intramural Supervisor’s instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • After the warm-up period, a game of spinning the racquet will determine the first choice.
      • The captain winning the game shall choose one of the following options:
        • Choose to serve or receive first.
          • If this option is chosen, the remaining captain will choose which side of the net they will begin play on.
        • Choose which side of the net to begin play on.
          • If this option is chosen, the remaining captain will choose between serving or receiving first.
        • Upon completion of the coin toss, each team will assume their respective sides and play will begin.

Section 3: Equipment

  • Equipment Provided
    • Regulation racquets and tennis balls will be provided.
    • Players may use their own equipment as long as they meet the United States Tennis Association specifications.
  • Illegal and Required Equipment
    • Players must wear non-marking athletic shoes.
    • Attire
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • No jewelry, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.

Section 4: Composition

  • Singles Composition
    • An official team shall consist of one (1) player for singles play
  • Substitutions
    • Substitutions may be made up until the first round of the tournament.
    • Once the first serve is made by either player, substitutions may not be made.

Section 5: Timing

  • Time Limit
    • A 50 minute time limit will be enforced by the Intramural Supervisor.
    • A five (5) minute warm-up will be given prior to the match’s official start.
    • Should the time limit be called, games currently underway may be finished.
      • A set must be fully completed for it to count toward the set score. For example, if player A won the 1st set but is down 2-1 games in the 2nd set when the time limit is called, the match will end and player A will win with a score of 1-0 sets.
    • The time limit will be enforced for each match except for the championship match.
  • Timeouts
    • Players will not receive any timeouts.
    • Injury timeouts may be determined only by the Intramural Supervisor.
  • Tiebreaker
    • Should the set score be tied 3-3 or tied at the time limit or the match score tied at one (1) set apiece, a tiebreak is played first to seven (7) points.
    • The winning team must win by two (2) or be the first to reach ten (10) points outright.
    • Service will alternate every odd numbered serve (after the 1st, 3rd, 5th serve…).
      • Players will switch ends after every six (6) points.
      • The player who last received will start the tiebreak with the serve.
  • Official Game
    • If at least one (1) set has been completed and inclement weather stops play, the game will be over and its score will be considered official.
    • If at least one (1) set has not been completed and inclement weather stops play, the game will be considered cancelled.
      • Cancelled games will not count toward playoff qualification.
      • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Winning the Match
    • Matches will be best two (2) out of three (3) sets with a tiebreaker played in lieu of the third set.
    • A player must win four (4) games to win the set. A tiebreaker will be played at 3-3 in each set.
    • If each player has won a set, a tiebreaker will be played to determine the winner of the match.  
  • Scoring the Game
    • The server is responsible for announcing the score prior to each point; the server’s score is always said first.
    • Games are played to four (4) points unless deuce is reached.
      • If a player has zero points, their score shall be announced as “love”.
      • The first point won shall be announced as 15.
      • The second point won shall be announced as 30.
      • The third point won shall be announced as 40.
      • The fourth point won results in winning the game.
    • Deuce occurs if both players have reached a score of 40.
      • Once in deuce, a player must win two (2) points in a row to win the game.
      • Should a player win the first point but lose the second point, the score becomes deuce again.
      • If the server wins the first point of deuce, the score is considered “ad in” (advantage).
      • If the receiver wins the first point of deuce, the score is considered “ad out” (advantage).
  • Losing Points
    • Player(s) shall lose a point if:
      • The ball bounces twice on their side of the net before returning the ball into the opponent’s court.
      • The player unsuccessfully returns the ball into the proper boundaries.
      • A player’s body, clothing or racket touches the net while the ball is in play.
      • A player reaches over the net to play a ball and hits the net.
        • A player is allowed to reach over the net provided contact with the net is not made.
      • The ball is hit twice while on their side of the court.
  • Forfeit Score
    • In the event of a forfeit, a score of 1-0 will be given to the winner.

Section 7: Serving and Lets

  • Serving
    • Play is started with a serve which is made by tossing the ball into the air and hitting it with the racket before it touches the ground.
    • Players serving may not serve wider than the singles sideline
    • The ball must clear the net and land in the proper service court before being hit by the receiver.
    • The serve for the first point of a game always begins to the right of the center mark and is made to the opponent’s right service court.
      • After each point is played, players will alternate service court.
      • The same individual continues serving until the game is completed.
  • Service Faults
    • The server has two (2) attempts to serve the ball; the server receives a service fault if:
      • The player fails to hit the ball into the proper service court.
      • A foot fault is committed (occurs when the foot touches the baseline prior to hitting the ball).
      • Does not serve from the proper location.
      • Misses the ball when attempting to strike it.
        • The server may toss the ball and catch it without penalty.
    • If any of these occur during the first serve, it is a fault.
    • If any of these occur during the second serve, it is a double fault, and the point is lost.
  • Lets
    • A let, which results in a re-serve, is called if:
      • A served ball strikes the net, strap or band but lands in the proper court.
      • A player is unable to play a shot due to a circumstance beyond their control, such as interference by a ball or player from another court.
      • The server delivers the ball before the receiver is ready for play.
        • This does not apply if the receiver attempts to return the serve.
    • Should a service let be called, the ball will be re-served with the same number of faults still in effect.
    • Should a let be called due to interference, the entire point is replayed with the same number of faults still in effect.
    • A ball that hits the net and goes over during any time other than the serve is considered in play.

Section 8: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Supervisor
    • The game’s Intramural Supervisor will determine sportsmanship ratings for each of the match’s players.

Section 9: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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Team Handball

Section 1: League Format

  • League Overview
    • The league will consist of three regular season games.
    • Participants will be able to choose which day of the week and what time they play their regular season games by selecting a division within their desired league via IMLeagues.
  • Playoff Format
    • Following league play, a single elimination tournament will be played.
    • Team rankings will be based on season performance and sportsmanship ratings
  • Rosters
    • Teams will be allowed to add additional players to their rosters during the season and through the end of semi-final games in the playoffs.
    • Teams will be allowed a maximum of 20 players.
  • Location
    • Games will be played in the MAC Gym, located on the third floor of the CREC.
  • Supervision
    • Officials will be assigned for all scheduled games.  They will be responsible for officiating the game and providing sportsmanship ratings.
    • An Intramural Supervisor will provide oversight and aid with operations of the sport.
      • Please alert the Intramural Supervisor if assistance is needed.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • GAME TIME IS FORFEIT TIME!
        • All participants must be signed in and “ready to play” with the minimum number of players to avoid a forfeit.
        • “Ready to play” includes having the proper game equipment and being at the field ready to begin at the scheduled time.
  • Alcohol and Drugs
    • The Recreation & Wellness Facility Policy clearly states that:      
      • Alcohol, tobacco products, illegal drugs, firearms, and other weapons are strictly prohibited in Recreation & Wellness facilities.
      • Use of the facilities under the influence of alcohol or drugs is also prohibited.
    • The Intramural Sports Staff will strictly enforce these polici

Section 2: The Game

  • Brief Overview
    • The walls are considered in play; however, the netting and vertical plane above the wall is considered out of play.
    • Any ball contacting the ceiling will be out of play; a free throw will ensue directly under the spot of contact.
      • If the ball touches directly above the goal arc area, the free throw will be just outside the black line.
    • Players are allowed three (3) steps maximum while in possession of the ball.
    • Players are not allowed in the goal arc area unless they do not interfere with play.
  • The Court
    • The playing area has the dimensions of 59 feet wide by 108 feet long.
    • The goal arc, located directly in front of the goal, will be 30 feet in diameter and 20 feet in length.
    • The goals are 12’ wide by 6’7’’ tall.
  • Beginning Play
    • The Intramural Supervisor will assist teams with field assignments.
    • Captains’ Meeting
      • Prior to the start of play, each team’s captain will be required to meet with the officials.
      • Follow the officials’ instructions and ask any desired rule clarifications at this meeting.
    • Coin Toss
      • Either a coin toss or even/odds game will determine the first choice.
      • The visiting team captain will be designated to make the call.
      • The captain winning the toss/game shall choose one of the following options:
        • Choose to throw-off in the first or second half.
          • If this option is chosen, the remaining captain will choose which side of play to defend in the first half.
        • Choose which side of play to defend in the first half.
          • If this option is chosen, the remaining captain will choose between throwing-off in the first or second half.
          • Upon completion of the toss/game, each team will assume their respective sides and play will begin with a throw-off from midcourt.

Section 3: Equipment

  • Equipment Provided
    • A regulation indoor handball will be provided for play.
    • Players may use their own indoor handballs if both captains agree prior to play and it is approved by the Intramural Supervisor.
  • Illegal and Required Equipment
    • Shoes
      • Players must wear non-marking athletic shoes.
      • Shoes must be made up of soft, pliable upper material (molded plastics, canvas, leather, or synthetic) which covers the foot attached to a composition bottom.
    • Attire
      • It is required that teams wear uniformly colored shirts to help distinguish one team from another.
        • Goalkeepers must wear a distinguishing colored shirt that differs from the color worn by their teammates. Goalkeeper pennies will not be provided by the Intramural Staff.
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful may be worn.
      • Jerseys may be rented from the Equipment Center for $1/jersey.
  • Recommended Equipment
    • Goggles and mouth guards are highly recommended but not required.
      • Goggles can be rented at the Equipment Center.

Section 4: Players

  • Team Composition
    • Each team will be made up of seven (7) players, one (1) of whom will play goalkeeper, on the field.
    • Teams are permitted a maximum of 20 players on their roster.
    • (Co-Rec Modification)
      • Teams with seven (7) players may have three (3) males and four (4) females or Vice Versa.
      • Teams with six (6) players may have any of the following:
        • Three (3) males and three (3) females or Vice Versa.
        • Four (4) males and two (2) females
        • Two (2) males and four (4) females
  • Minimum Team Requirements
    • Games may be started with a minimum of five (5) players.
    • (Co-Rec Modification) Teams with five (5) players must have three (3) males and two (2) females or Vice Versa.Once the game has started, it may not be continued with fewer than the minimum number of eligible players on either team.
      • The game shall be terminated and a default (results in a loss) shall be declared if a team has fewer than the minimum number of eligible players due to any reason, including, but not limited to:
        • a player being required to complete documentation due to misconduct.
        • an injured player being attended to or no longer able to continue.
  • Club Sports Players
    • A maximum of two (2) club sports participants are permitted to be on each team’s roster.
  • Substitutions
    • Teams may substitute at any time provided they enter and exit through the team box door.
      • The player entering the game must wait until the substituted player leaves the playing court before entering live play.
      • The player entering the game during live action must not gain an advantage.
      • Improper substitution, such as jumping over the boards or gaining an advantage when entering play, will result in an automatic yellow card.
    • Goalkeepers may only be subbed during dead ball periods.
      • To enter play, the substitution must first be recognized and approved by the Official.
    • Players arriving late must first sign in with the Intramural Supervisor before entering play.

Section 5: Timing

  • Periods
    • A regulation game will consist of two (2) ten (10) minute halves.
    • The clock will not stop and will be managed by the Intramural Supervisor.
    • Halftimes will be a maximum of three (3) minutes long and teams will switch sides at the start of the second half.
  • Timeouts
    • Teams will not receive any timeouts.
    • Injury time outs may be determined only by the Intramural Supervisor.
  • Concession of the Game
    • Teams will have the option of conceding the game at any point after halftime without loss of sportsmanship if they desire. 
    • Teams must notify the Intramural Supervisor if this decision is taken.
  • Overtime
    • During league play, there are no overtime periods and games will result in a tie.
    • During the playoffs, a three (3) minute period will be played until the first team scores (the “golden goal”).
    • If no goal is achieved in this three (3) minute period, a shootout, taken from the top of the arc, will occur with the following rules:
      • Each team will designate five (5) of the field players on the court at the end of the regulation game to partake in the shootout.
        • A goalkeeper shall be designated before the shootout and will remain the goalkeeper for the duration of the shootout.
      • The five (5) players then enter a rotation that does not change throughout the shootout of alternating penalty throws.
        • The first round of penalty throws consists of each player taking a shot. The team with the higher number of goals wins.
        • If, after both teams have taken five (5) throws, both have scored the same number of goals, or have not scored any goals, throws continue to be taken in the same order until one team has scored a goal more than the other from the same number of throws using the remaining eligible participants on the roster for each team.
          • With the exception of the foregoing case, the players who are on the field of play at the end of the match, which includes extra time, are allowed to take throws from the penalty mark before players who are not on the field may begin taking throws.
          • Each throw is taken by a different player and all eligible players must take a throw before any player can take a second throw.
        • The officials will choose the side of field for the shootout. A coin toss (see Section 2.III) will determine who shoots first.
  • Official Game
    • If a game has reached halftime and inclement weather stops play, the game will be over and its score will be considered official.
    • If a game has not yet reached halftime and inclement weather stops play, the game will be considered cancelled.
        • Cancelled games will not count toward playoff qualification.
        • Cancelled games will only be made up if time and space permits.

Section 6: Scoring

  • Goals
    • A goal is scored only when the entire ball has passed completely over the goal line, between the goalposts and under the crossbar, provided no infraction of the rules has occurred during this process.
      • A goal shall be awarded if there is a violation of the rules by a defender but the ball still goes in the goal.
      • Own goals are rewarded, excluding goalkeeper throws.
    • A throw-off will restart play after a goal.
    • A goal can be scored directly from the throw-off.
    • The clock does not stop after a scored goal.
  • Mercy Rule
    • There will be no mercy rule scores.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) to zero (0) will be given.

Section 7: Playing the Ball

  • Advancing the Ball
    • Players are permitted to throw, catch, stop, push, or hit the ball by using their hands, arms, head, torso, thighs, and knees.
      • Players may not kick the ball.
    • Players can hold the ball for a maximum of three (3) seconds.
      • The three second count will start when a player gains possession of the ball.
      • The count will restart after a player takes steps or dribbles.
    • Players can take a maximum of three (3) continuous steps with the ball.
      • One step is considered when:
        • A player who is standing with both feet on the floor lifts one foot and puts it down again, or moves with one foot from one place to another.
        • A player who is touching the floor with one foot only catches the ball and then touches the floor with the other foot.
        • A player after a jump touches the floor with one foot only, and then hops on the same foot or touches the floor with the other foot.
        • A player after a jump touches the floor with both feet simultaneously and then lifts one foot and puts it down again, or moves one foot from one place to another.  
    • While running, players can bounce the ball repeatedly (dribble) to advance the ball.
      • Once a player picks up his/her dribble, it must be passed or shot within three (3) seconds or after no more than three (3) steps.
      • After a player picks up his/her dribble, they may not dribble again until another player touches the ball.
    • The ball may be played while kneeling, sitting, or lying on the floor.

Section 8: Stalling/Passive Play

  • Passive Play
    • Teams must make a recognizable attempt to attack or shoot on goal during their possession.
      • This includes all phases of the team’s possession, including but not limited to when the ball is moved down the court, during the build-up phase, and during the finishing phase.
    • Passive play includes but is not limited to the following:
      • Action sideways and not in depth toward the goal.
      • Frequent diagonal running in front of the defenders without putting any pressure on them.
      • Repeated passing between two players with no clear increase of pace or action toward the goal.
      • Passing of the ball with all positions involved with no clear increase of pace or recognizable actions toward the goal.
    • Passive play violation results in a free throw for the opposing team from the spot where the ball was when play was interrupted.
  • Throw-Ins
    • Any dead-ball throw must be thrown within 3 seconds of the whistle being blown.
      • For throws that do not necessitate a whistle for the restart, the count begins when the thrower obtains possession of the ball for the throw.

Section 9: Free Throws and Throw-In Rules

  • Five (5) Yard Rule
    • The five (5) yard rule pertains to all dead ball situations outside of the goal box, including throw-ins.
    • Players must stand at least five (5) yards away from the ball.
  • Dead-Ball Throw Procedure
    • All of the following throws must be taken from a stationary position
      • A legal throw permits the use of a pivot foot for the throwing motion
      • Players may jump to initiate the throwing motion provided the ball is released before the player touches the ground
  • Throw-Ins
    • Balls that go out of play shall be thrown in from the nearest spot on the court, unless the ball hits the ceiling.
      • The walls are considered in play; however, the netting and vertical plane above the wall is considered out of play.
    • The ball is considered in play when the ball is released from the hand of the thrower.
  • Indirect and Direct Throws
    • Indirect throws must be touched by another player before a goal may be scored; the following throws are indirect throws:
      • Goalkeeper throws
    • Direct throws may be scored without being touched by another player; the following are direct throws:
      • Throw-offs
      • Throw-ins
      • Free throws
      • Penalty throws
      • Corner throws
  • Contacting the Ceiling
    • Any ball contacting the ceiling will be out of play; a free throw will ensue directly under the spot of contact.
    • If the ball touches directly above the goal arc area, the free throw will be just outside the black line.
  • Goalkeeper Throws
    • The defensive team is awarded a goalkeeper throw when the offensive team last contacts a ball that contacts the defense’s goal line netting.
    • The ball must travel outside the goal arc area before it may be played by anyone of either team.
      • Infractions of this rule result in a re-throw.
    • The ball must be thrown from a stationary position and may be thrown from any point within the goal arc area.
  • Corner Throws: VIDEO EXAMPLE (http://www.youtube.com/watch?v=V9Zl1Fj1Qo8 )
    • The offensive team is awarded a corner throw when the defensive team last contacts a ball that contacts the defense’s goal line netting.
    • The ball must be thrown from a stationary position.
    • Goals may be scored directly from a corner throw.
  • Throw-Offs: VIDEO EXAMPLE (http://www.youtube.com/watch?v=-6V5sGXHZD4 )
    • A throw-off will occur at the beginning of each half and after each goal that is scored.
    • The team in possession will throw the ball from the center of the court.
    • Throw-offs can be played in any direction.
    • Goals may be scored directly from a throw-off.
  • Penalty Throws
    • Penalty throws will result if an offensive player is in the act of shooting and is fouled by a defensive player disrupting their shot attempt on goal.
      • Fouls resulting in a penalty throw include but are not limited to the following:
        • Offensive player’s shooting motion or wind-up is affected
        • Offensive player’s follow-through is affected
    • Penalty throws will be taken from the penalty line.
      • The shooter has three (3) seconds to shoot from when the whistle is blown.
    • The goalkeeper may move freely up to the goal box dash line.
    • The remaining players must be behind the shooter.
    • After an unsuccessful penalty throw:
      • Any player, except for the thrower, may play the ball directly off of the wall or goalkeeper.
      • The thrower may play a ball that touches the goalkeeper; however, if the ball touches the wall, the thrower cannot touch the ball until it touches another player.

Section 10: Goalkeeper/Goal Area Rules

  • Goal Arc Area: VIDEO EXAMPLE (http://www.youtube.com/watch?v=FNphP1HCC5Q )
    • The goalkeeper shall have unrestricted movement in the goal arc area.
    • No other player shall enter the goal arc area to gain an advantage or make a play on the ball.
      • Players may jump into the goal arc area to shoot the ball provided they release the ball before any part of their body touches the ground within the goal arc area.
    • Any obstruction of a goalkeeper by an opponent in the goal arc area, intentional or not, shall result in a goalkeeper throw.
    • When a member of the defending team enters the goal area and gains an advantage, a free throw will be awarded to the attacking team.
    • When a member of the defensive team, other than the goalie, enters the goal area and because of this destroys a clear chance of scoring, a penalty throw will be awarded to the offense.
  • Goalkeeper Restrictions
    • The goalkeeper may block a shot with any part of their body inside the goal arc area.
    • Should the goalkeeper possess the ball, they may not advance the ball past half court by throwing the ball without it first touching any part of the defensive side of the court or another player.
      • An infraction results in a free throw for the opposition at the mid-court line.
    • The goalkeeper may not advance the ball outside of the goal arc area if they possessed the ball inside the goal arc area without the ball touching another player first.
    • The goalkeeper is allowed to leave the goal arc area without possession of the ball.
      • Once outside of the goal arc area, the goalkeeper shall have the same restrictions as any field player.
    • The goalkeeper is not allowed to touch the ball when it is stationary or rolling on the floor outside the goal area while he is standing inside the goal area.
    • The goalkeeper is not allowed to re-enter the goal area from the playing area with the ball.
    • Goalkeeper violations will result in an indirect free throw.

Section 11: Misconduct and Penalties

  • Ejection
    • Any player receiving two yellow cards during one game will be ejected and must leave the playing court.
    • Any player receiving one red card during one game will be ejected and must leave the playing court.
    • Ejected players must meet with the Intramural Supervisor to fill out information, and will then be required to attend a misconduct meeting with the Assistant Director of Intramural Sports before they can play in the next game.
  • Violations Resulting in a Yellow Card
    • Violations resulting in a yellow card include but are not limited to the following:
      • Persistent rule infringement throughout the game.
      • Shows dissent by word of mouth or action to decisions.
      • Is guilty of any incidental vulgar or profane language.
      • Is guilty of unsporting conduct.
      • Improper substitution.
      • Illegal equipment.
  • Violations Resulting in a Red Card
    • Violations resulting in a red card include but are not limited to the following:
      • Is guilty of violent conduct or serious foul play.
      • Is abusive in language or gesture towards a player or Official.
      • Persists in misconduct after receiving caution.
  • Timed Penalties
    • Any player who receives a yellow card during a game will serve a 60 second timed penalty in the penalty box and that team will play shorthanded.
    • If a goal is scored by a team playing shorthanded, the player in the penalty box must remain in the penalty box until his penalty time ends.
    • If a goal is scored by the team playing with an advantage:
      • The penalty is over if only one (1) player is in the box.
      • And if there are two (2) players in the penalty box, the player with the least amount of penalty remaining may return to play.
  • Allowed Contact vs. Non-allowed Contact
    • Allowed contact includes:
      • Using an open hand to play the ball out of the hand of another player.
      • Using bent arms to make body contact with an opponent, and to monitor and follow him this way.
      • Using one’s trunk to block the opponent, in a struggle for positions.
        • Blocking means preventing an opponent from moving into open space.
        • Setting the block, maintaining the block, and moving out of the block must be done in a passive manner in relation to the opponent. 
    • Non-allowed contact includes: 
      • Pulling or hitting the ball out of the hands of an opponent. 
      • Blocking the opponent with arms, hands, legs, or to use any part of the body to displace him or push him away. 
        • This includes a dangerous use of the elbow, both as a starting postion and in motion. 
      • Holding an opponent, even if he remains free to continue play. 
      • Running or jumping into an opponent. 

Section 12: Sportsmanship

  • Minimum Rating
    • Teams must receive an average of 2.75 sportsmanship rating during league play to be eligible for the playoffs.
    • Sportsmanship ratings will range between 0-4 with detailed explanations available in the Participant Handbook Section 9: Sportsmanship and Player Conduct.
  • Intramural Supervisor
    • The Intramural Supervisor will determine sportsmanship ratings for each of the game’s teams.

Section 13: Protests

  • Eligibility Protests
    • If a player is believed to be ineligible (please see our Policy and Procedure Manual Section I. Eligibility for more details), the game may be played under protest.
    • Please contact the Intramural Supervisor prior to the game’s start to file a protest form.
  • Rule Interpretation Protests
    • Rule interpretation questions must be declared immediately after the play in question.
    • Rulings involving judgment MAY NOT be protested.
    • Team captains must announce this protest to the Intramural Supervisor, and both captains will be required to fill out information on the protest form.

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