General Policies

IM Participant Handbook

Referee Feedback Form

Sport Rules

Spring 2018
4-Person Golf Scramble 4v4 Sand Volleyball
5v5 Turf Soccer 6v6 MAC Soccer
Arena Flag Football Basketball
Billiards Disc Golf
Dodgeball Indoor Singles Tennis
Singles Badminton Singles Table Tennis
Softball Sports Trivia
Swim Meet Team Tennis
Ultimate Frisbee Wallyball
Water Basketball Water Volleyball
Whiffleball

4-Person Golf Scramble

Section 1: Event Format

  • Event Overview
    • The event will be played on one (1) day and will consist of a single 18 hole round.
    • 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 at the Ackerman Hills Course.
    • Visit www.purduegolf.com for directions.
    • Registration tables will be located near the pro shop.
  • Supervision
    • Teams are responsible for holding the opposing twosome 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.
        • 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 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.
    • 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 info.

Section 4: Players

  • Team Composition
    • Each team will be made up of four (4) golfers.
    • (Co-Rec Modification) Teams must consist of two (2) males and two (2) females.
  • 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 into the Tournament Director upon completion of the event.
      • Scorecards must include a signature from the participating team.
  • 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, & 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.
    • If a player takes an unplayable lie, a one-stroke penalty will be assessed.

Section 8: 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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5v5 Turf Soccer

Section 1: League Format

  • League Overview
    • The league will consist of three (3) regular season games.
    • Participants will be able to select which day of the week and what time they play their regular season games 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 TREC, located west of the CREC and Boilermaker Aquatic Center.
    • Teams will have a designated field 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 for officiating the games and providing team sportsmanship ratings.
      • 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 field ready to begin at the scheduled time.
    • An Intramural Supervisor will be responsible for the check-in procedure and 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
    • 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 goalkeeper.
      • All substitutes must remain on the sidelines between the yellow goal box line and the white end line.
    • 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 taken ten (10) yards from the goal line.
    • The offsides rule is not in effect.
    • Slide tackling is not permitted at any time.
      • 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 Field
    • The playing field has the dimensions of 88 feet wide by 119 feet long.
    • The goal box, located directly in front of the goal, will be 30 feet in width and 12 feet in length.
    • The goals are 12’ wide by 6’ 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 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.

Section 3: Equipment

  • Equipment Provided
    • A regulation size 5 outdoor soccer ball (designated for indoor use only) will be provided for play.
  • Illegal and Required Equipment
    • Shoes
      • Players must wear non-marking athletic shoes.
        • Boots are not permitted.
      • 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 screw-in cleats are 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 Equipment Center for $1/jersey.
      • Goalkeepers must wear a distinguishing colored shirt that differs from the color worn by their teammates and the opposing team. Goalkeeper pennies will not be provided by the Intramural Staff.
        • Jerseys may be rented from the TREC Equipment Center 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.
    • 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
    • Shin guards are highly recommended but not required.

Section 4: Players

  • Team Composition
    • Each team will be made up of five (5) players, one (1) of whom will play goalie, on the field.
    • (Co-Rec Modification) Teams with five (5) players may have three (3) males and two (2) females or vice versa.
    • (Co-Rec Modification) Teams with four (4) players may have any of the following:
      • Three (3) males and one (1) female
      • Two (2) males and two (2) females
      • Three (3) females and one (1) male
  • Minimum Team Requirements
    • Games may be started with a minimum of three (3) players.
    • (Co-Rec Modification) Teams with three (3) players may have two (2) males and one (1) female 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 after scored goals or other stoppages in play.
    • A player wishing to enter into the game as a substitute must report to the center field line, and be beckoned in by the Official 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) ten (10) minute halves.
    • The clock will not stop and will be managed by the Officials.
    • 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/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 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 twelve (12) yards from the goal line, will occur with the following rules:
      • The shootout will consist of three shots.
        • If both teams are tied after these three shots, sudden death penalty shots will follow until one team scores unanswered.
        • All field players must shoot before bench players may shoot.
        • No player may shoot a second time until their entire team has shot once.
      • (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 goalie may also act as one (1) of the field players and may take (an) offensive shot(s).
      • The Officials will choose the side of field for the shootout. A coin toss or even/odds game (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.
    • 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 boundary line, unless the ball hits the ceiling netting), not thrown.
    • 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 called by the Officials must be touched by another player before a goal may be scored.
    • Direct kicks may be shot on goal; the following are direct kicks:
      • Kick-ins
      • Free kicks
      • Penalty kicks
      • Goal Kicks
      • Kick-offs
      • Corner kicks
  • Contacting the Ceiling Netting
    • Any ball contacting the ceiling netting 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 from ten (10) yards from the goal line, in line with where the ball hit the ceiling.
  • Goal Kicks
    • The defensive team is awarded a goal kick when the offensive team contacts the ball last and it crosses the defense’s goal line boundary.
    • The ball must travel outside the goal box before it may be played by anyone of either team.
    • The ball must be kicked from a stationary position and may be kicked from anywhere within the goal box.
  • Corner Kicks
    • The offensive team is awarded a corner kick when the defensive team contacts the ball last and it 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
    • Penalty kicks will be taken from twelve (12) yards from the goal line.
    • The goalie must remain on the goal line until the ball is kicked.
    • The remaining players must be ten (10) yards behind the ball.
    • After an unsuccessful penalty kick:
      • Any player, except for the kick taker, may play the ball directly off of the goal post or goalie.
      • The kick taker may play a ball that touches the goalie; however, if the ball touches the goal post, the kick taker cannot touch the ball until it touches another player.

Section 8: Goalie Rules

  • Goal Box
    • The goalie shall have unrestricted movement in the goal box area.
    • Any obstruction of a goalie by an opponent in the goal box area, intentional or not, shall result in a goal kick.
  • Goalie Restrictions
    • The goalie may use their hands only inside of the goal box.
    • Goalies may not advance the ball past half court by throwing the ball. The ball must touch the playing surface and/or a player prior to passing the center mark.
      • An infraction results in a free kick for the opposition at the mid-court line.
    • The goalies may not punt the ball.
      • Drop kicks that result in the ball hitting the ground before being kicked are also not allowed.
      • An infraction results in a direct free kick for the opposition at the mid-court line.

Section 9: Misconduct and Penalties

  • 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.
      • Improper substitution.
      • Commits a hand ball in the goal box.
      • Illegal equipment.
      • Attempting a bicycle kick.
    • Players receiving a yellow card must leave the field of play and meet with the Intramural Supervisor before re-entering the field of play.
      • Cautioned player may be substituted for at the time of the caution.
  • 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.
  • 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 fields.
    • 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 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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Arena Flag Football

Section 1: League Format

  • Tournament Overview
    • The tournament format is a single elimination tournament.
  • 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 TREC.
    • 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.
      • 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 field ready to begin at the scheduled time.
    • An Intramural Supervisor will be responsible for the check-in procedure and 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 five (5) yard Illegal Contact penalty from either the previous spot or spot of the ball.
    • 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 three (3) yard Illegal Advancement penalty from the previous spot.
    • First downs are established by crossing over the 25 yard marker (see Section 2.II.).
    • Each teams will receive 4 downs in order to achieve a first down.
    • No field goals will ever be attempted.
    • Punting will NOT be allowed.
  • The Field
    • The playing field will be divided as follows:
      • The overall dimensions will be 40 yards wide by 50 yards long.
      • There will be two (2) 25 yard zones.
        • Markers will be placed on the 25 yard line representing the line to gain.
        • The 25 yard line will be considered midfield.
      • Two (2) end zones, five (5) yards deep, will be each team’s scoring area.
      • Play begins on the 7 yard line at the beginning of a period and after scores.
      • Extra point tries will be from the 5 or 10 yard lines.
    • Players and fans must remain between the 10 and 25 yard lines
    • 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 7 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.
      • The offense is the team responsible for acquiring their ball after each before and after each offensive play.
      • In the Co-Rec and women’s division, a men’s football may only be used if both captains agree prior to play.
      • Footballs may be checked out from the Intramural Supervisor 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 five (5) 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 illegal.
    • Pockets
      • NO pockets may be exposed. This rule stands as a safety precaution.
      • Shorts or pants 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.
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • Jerseys may be rented from TREC Entry.
    • No jewelry, baseball hats, wristbands, watches, rings, or anything that would be considered potentially harmful 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.
    • *Penalty – Any such violation results in a five (5) 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 five (5) yard Illegal Participation penalty from the previous spot.
  • Minimum Team Requirements
    • Games may be started with a minimum of five (5) 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.
  • 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 three (3) yard Illegal Substitution penalty from the previous spot.
    • Players arriving late must first sign in with the field’s Intramural Supervisor before entering play.

Section 5: Timing

  • Periods
    • A regulation game will consist of two (2) 15 minute halves.
    • The clock will not stop during the first half but will stop within the last two (2) minutes of the second half.
      • 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 (3) 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 Second Half
    • 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 and play ends inbounds.
      • An officials’ timeout occurs.
      • Certain penalties occur.
  • Timeouts
    • Teams will receive two (2) timeouts PER GAME.
    • 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 the first two (2) halves 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 a pass is intercepted during overtime the play will end.  
      • There will still be play clocks but no game clocks.
  • 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 a ball carrier 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 two (2) 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 five (5) yard line.
      • A two (2) point try from the ten (10) yard line.
    • The ball shall be declared dead if there is a turnover during a PAT or OT
  • Mercy Rule
    • Games will end if a team is ahead by 17 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 23 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 the opposing team.
        • 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, the offensive team will replay the down.
  • 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 offensive team may only have the snapper 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 three (3) 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 three (3) yard Required Equipment Worn Illegally penalty from the previous spot.
    • The offensive team must have all players within 15 yards of the ball at the time of the snap.
      • *Penalty – Any such violation results in a three (3) yard Offensive Player Not Within 15 Yards of the Ball 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 three (3) yard Illegal Motion penalty from the previous spot.
    • A shift occurs when two (2) or more offensive players move to a new set position after previously taking a set position. Players involved in a shift must come set for at least one (1) second prior to the snap.
      • *Penalty – Any such violation results in a three (3) 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 three (3) 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 three (3) yard Encroachment penalty from the previous spot. Should the penalty occur in consecutive plays, the second penalty results in a five (5) yard loss.
    • Offensive players may not advance pass the line of scrimmage prior to the snap or simulate a charging motion.
      • *Penalty – Any such violation results in a three (3) 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
      • Blockers must remain inside the frame of their body, defined as the width of shoulders extended, while blocking.
        • *Penalty – Any such violation results in a five (5) 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 defenders hand or stiff arming.
    • *Penalty – Any such violation results in a five (5) 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 five (5) 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 three (3) 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 three (3) 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 behind the line of scrimmage, that player retains the option to attempt a 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, that player retains the option to attempt a 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 three (3) yard Intentionally Throwing a Backwards Pass or Fumble Out-of-Bounds penalty 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 three (3) 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 three (3) 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 – Any reentry from out of bounds results in a five (5) 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.
      • Defensive players may not “face guard” the offensive player without making an attempt to play the ball.
      • *Penalty – Any such violation results in a five (5) yard, automatic first down 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 five (5) yard, loss of down 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 flag belt is clearly taken from the ball carrier, 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 five (5) 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 five (5) 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 five (5) yard, automatic first down Roughing the Passer penalty from the previous spot.

Section 13: Punting

  • There will be no punting in Arena Flag Football.

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 three (3) yard, loss of down Illegal Forward Pass penalty from the spot of the foul.
    • 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 five (5) 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 five (5) yard Unsportsmanlike Conduct penalty from the succeeding spot.

Section 16: 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 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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Basketball

Section 1: League Format

  • League Overview
    • The league will consist of three (3) regular season games.
    • Participants will be able to choose which day of the week and what time they play their regular season games 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 CREC’s Black and Gold Gyms.
    • 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.  
  • Basketball Jersey Policy
    • Teams must arrive in matching colored and 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.
      • 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.
    • An Intramural Supervisor will be responsible for the check-in procedure and 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
    • 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 (see Object II.1 for details):
        • 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 and fans must remain 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 not have a gap of more than a fist below the arm.
      • Players must wear athletic shorts or pants and shirts.
      • Jeans are not permitted.
      • Jerseys may be rented from the Equipment Center for $1 per jersey.
  • 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.
  • No jewelry, hats, metal barrettes, wristbands, watches, rings, or anything that would be considered potentially harmful to other participants may be worn.
    • *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 may consist of two (2) males and three (3) females, or vice versa.
    • (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 may consist of two (2) females and one (1) male, 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.
          • 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 official at the score table.
    • Substitutes must also wait to be waved in by an official on the court.
    • If multiple free throws are being taken, substitutes will enter play before the last free throw is 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 the 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) timeouts 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
    • 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.
      • 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 (See Object II.1).
    • 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 on marked lane spaces are permitted to leave the free throw lane line after the release of the free throw shot.
      • 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 arch must remain outside the arch 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
      • Flagrant Fouls – automatic two (2) points
      • Technical Fouls – automatic two (2) points
      • Player Control Fouls
    • 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 either 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 either 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 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.
    • The following acts will constitute a foul when committed against a ball handler/dribbler:
      • Placing two hands on the player.
      • Placing an extended arm bar on the player.
      • Placing and keeping a hand on the player.
      • Contacting the player more than once with the same hand or alternating hands.
  • 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 – Should a player use contact to neutralize an opponent’s advantageous position without attempting to make a play on the ball, an intentional foul results. 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 nonplayer.
      • 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

  • 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 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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Billiards

Section 1: Event Format

  • Event Overview
    • The event will be played on one (1) day and will consist of a single elimination tournament.
    • Participants will only be able to play on the specified event date.
  • Location
    • Games will be played at the Purdue Memorial Union’s Rack & Roll.
  • 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 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 must call their shot in eight ball (see Section 8).
    • At the start of the game, one (1) cue ball and 15 object balls are on the playable surface.
    • Each player will attempt to pocket either solid color balls or striped colored balls until only the   eight (8) ball remains. The first player to then pocket the eight (8) ball wins the game.
      • Should the eight (8) ball be pocketed prior to pocketing all of a player’s designated object balls, that player loses the game.
  • The Playing Area
    • All tables are standard size according to WPA regulations.
  • Beginning Play
    • Upon arrival, teams must check-in with the Rack & Roll staff.
    • The Rack & Roll staff will then coordinate table assignments and start times with participants.
    • Actual play begins with the lag. The objective of the lag is to have your ball hit off of the foot rail and return as close to the head rail as possible.
      • Each player first places balls of equal weight behind the head spot.
      • Players then simultaneously strike their balls.
      • The player whose ball appears to be closest to the head rail wins the option of first break.
      • A lag shot is illegal if the shooter’s ball:
        • Contacts the foot rail multiple times.
        • Contacts any side rails.
        • Is pocketed.
        • Exits the table.
      • A lag shot will be retried if:
        • It is not simultaneous.
        • It is unclear which ball is closer to the head rail.
        • Both lags are illegal.

Section 3: Equipment

  • Equipment Provided
    • House balls, cue sticks, chalk, and ball racks will be provided by the Rack & Roll.
    • Participants may bring their own cue sticks provided they adhere to WPA regulations.
  • Illegal and Required Equipment
    • Players must wear shoes
    • Players must wear shorts or pants and shirts.
    • Altering the surface of a cue stick by material other than regulation cue stick chalk while playing    under WPA competition is prohibited.
      • Any cue sticks 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 tournament.

Section 4: Players

  • Team Composition
    • Billiards is an individual competition.
  • Substitutions
    • Prior to each tournament, substitutions may be made.
    • Once tournament play begins, no substitutions are permitted.

Section 5: Timing

  • Warm-Up Period
    • Players may warm up prior to the start of each game if the Rack & Roll equipment and table space is available.
    • Should multiple players be present during the warm-up period, players must alternate shots.
  • Turn Length
    • Players shall not take longer than 60 seconds to complete their shot.
    • If a player is taking too long, please alert the Intramural Supervisor.
  • 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 are best two (2) out of three (3) games.
    • To win the game, a player must be the first to pocket all balls in their group (solids or stripes) and then legally pocket the eight (8) ball.
  • Losing the Game
    • A player may lose the game by committing any of the following infractions:
      • Fouls when pocketing the eight (8) ball – does not apply on the break.
      • Pockets the eight (8) ball on the same stroke as the last pocketed group ball.
      • Jumps the eight (8) ball off the table.
      • Pockets the eight (8) ball in a pocket other than the designated pocket.
      • Pockets the eight (8) ball when it is not the legal object ball.
    • All infractions must be called before another shot is taken. Otherwise, it will be deemed that no infraction has occurred.

Section 7: Racking and Breaking

  • Racking
    • All balls, except the cue ball, shall be racked at the foot of the table in a triangle.
    • Balls must be racked accordingly:
      • The eight (8) ball must be in the center of the triangle.
      • A stripe ball must be in one (1) of the rack’s bottom corners.
      • A solid ball must be in the opposing bottom corner.
    • Balls not subjected to the above stipulations may be racked in any order.
  • Break Order
    • The winner of the lag has the option to break (See Section 2.III).
    • The loser of each game has the option of breaking in the next game.
  • Legal Break Shot
    • The cue ball must be placed anywhere behind the head spot.
    • To execute a legal break, the breaker must either:
      • Pocket any numbered ball aside from the eight (8) ball.
      • Drive at least four (4) numbered balls to the rail.
  • Scratches or Illegal Break Shot
    • If a player scratches on a legal break shot:
      • All balls pocketed remain pocketed – with exception to the eight (8) ball.
      • It is a foul.
      • The table is open and the opposing player receives the ball in hand.
    • If an object ball exits the table’s surface on a break shot, it is an illegal break.
    • Should the breaker fail to legally break, the incoming player may choose from one of the following options:
      • Accept the table position and begin shooting.
      • Have the balls re-racked. Then, this player may choose to break or have their opponent attempt the break again.
  • Pocketing the Eight Ball on the Break
    • If the eight (8) ball is pocketed on the break, the breaker may ask for:
      • A re-rack.
      • The eight (8) ball to be spotted. The player may then continue shooting from where the cue ball lies.
    • If the eight (8) ball is pocketed on the break and the breaker scratches the cue ball, the incoming player may ask for:
      • A re-rack.
      • The eight (8) ball to be spotted. The player then receives the cue ball in hand and may place the cue ball behind the head spot.
  • Open Table
    • The table is “open” when the players have yet to determine who is shooting stripes and who is shooting solids.
    • The table is always open immediately after the break shot.
      • However, if the table is open, it is a foul to contact the eight (8) ball first and no object ball may be scored in favor of the shooter.
      • The opposing player is awarded the cue ball in hand.
      • Any balls pocketed illegally are to remain pocketed.
    • The choice of group, stripes or solids, is determined only when a player legally pockets a called object ball after the break shot.
    • When the table is open, it is legal to hit a solid first to make a stripe or vice versa.

Section 8: Calls, Legal Shots, and Illegal Shots

  • Obvious Shots
    • Obvious shot attempts do not have to be indicated.
    • However, it is an opponent’s right to ask which ball and pocket are in play.
      • Should a ball be made in an unintentional pocket that ball remains pocketed but the player committing the foul forfeits their next shot to their opponent.
  • Legal Shots
    • On all shots (except the break and when the table is open), the shooter must hit one (1) ball from their group of balls and either pocket a numbered ball or cause the cue ball or any numbered ball to contact a rail.
    • Banks are permissible (see below); however, once the object ball is contacted it must still meet the requirements in 8.II.A.
  • Bank and Combination Shots
    • Bank shots and combination shots are not considered obvious.
    • Patrons should take time to explain/indicate the object ball, intended pocket, and any details involving the following:   
      • The number of cushions.
      • Banks utilized.
      • Kisses and caroms.
  • Calls and Break Shots
    • The opening break is not a called shot.
    • Any player pocketing any object ball legally on the break may continue to shoot.
  • Safety Shot
    • A safety shot is defined as a legal shot.
    • For tactical reasons, a player may choose to pocket an obvious object ball and also discontinue a turn at the table by declaring “safety” in advance.
    • If the shooting player intends to play safe by pocketing an obvious object ball, then prior to the shot, the shooter must declare a “safety” to the opponent.
      • It is the shooter’s responsibility to make the opponent aware of the intended safety shot.
      • If this is not done, and one of the shooter’s object balls is pocketed, the shooter will be required to shoot again.
    • Any ball pocketed on a safety shot remains pocketed.
  • Jumping the Table
    • Should a player jump an object ball off the table, a foul occurs.
    • The opponent may choose one of the following:
      • Accept the table in position and resume shooting.
      • Take the cue ball in hand behind the head spot and resume shooting.

Section 9: Playing the Eight Ball

  • Obvious Shots
    • Obvious shot attempts while playing the eight ball do have to be indicated.
    • Should the eight ball be made in an unintentional pocket, the eight ball is removed from the pocket and the opponent shall have ball in hand.
  • Bank and Combination Shots
    • Bank shots and combination shots while playing the eight ball are not considered obvious.
    • Patrons should take time to explain/indicate the object ball, intended pocket, and any details involving the following:
      • The number of cushions.
      • Banks utilized.
      • Kisses and caroms.
  • Scratching while playing the Eight Ball
    • A scratch made while playing the eight ball will be treated as any other scratch. That is, the game will not end on a scratch while playing the eight ball.

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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Disc Golf

Section 1: League Format

  • League Overview
    • This is a one-day single-elimination tournament.
  • Playoff Format
    • The player with the lowest score will be declared the tournament champion.
  • Location
    • The event will take place at both the Slayter Hill Course and Pickett Course.
  • 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 5,984 feet and a par of 59.
    • 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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Dodgeball

Section 1: League Format

  • League Overview
    • The league will consist of three (3) regular season games.
    • Participants will be able to choose which day of the week and what time they play their regular season games 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.
  • Location
    • Games will be played in the CREC Gold and 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.  
  • 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.
  • Supervision
    • Officials will be assigned for all scheduled games. They will be responsible for officiating the game and providing sportsmanship ratings.
      • Players are responsible for going out when hit.
    • 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
    • Each team will be made up of six (6) players on the court.
    • A regulation game will be best out of nine (9) games.
    • Players CANNOT return to play if a teammate catches the ball.  
      • Once a player is out, they must sit against a side wall until completion of the game.
      • Players should not leave the playing area until after the game, unless there is an injury.
    • Delaying the game or stalling is not permitted.
    • Should any dodgeball exit the playing court, a player may also exit the playing court through their endline to retrieve the ball provided the player immediately returns back to the playing court through their endline (see Section 8).
  • The Court
    • The volleyball court boundaries also represent the dodgeball court boundaries.
    • The volleyball midcourt line shall divide the playing court into two (2) team halves.
      • This is only relevant for the first two (2) minutes of play (see Section 5.II).
  • 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 Referees.
      • Follow the Intramural Referee’s instructions and ask any desired rule clarifications at this meeting.
    • The Opening Rush: VIDEO RULE (http://www.youtube.com/watch?v=crr-Yx45pyY)
      • At the start of each round, teams must lineup on their respective halves.
        • Each player must start behind the court baseline, but a hand or foot may contact the line.
        • All balls will be lined up at the midcourt line.
      • The Intramural Referees will initiate play with a countdown followed by a whistle.
      • Teams then rush to acquire the dodgeballs at the midcourt line.
        • Players may not slide up to the line, they must stay on their feet.
        • Prior to throwing a dodgeball, players who acquire dodgeballs during the opening rush must return their dodgeball(s) behind the volleyball 10 foot attack line.
        • Once their dodgeball(s) have returned past the volleyball 10 foot attack line, they or a teammate may then throw from any location on their half of the court.

Section 3: Equipment

  • Equipment Provided
    • Six (6) dodgeballs will be in play at each court.
  • Illegal and Required Equipment
    • Attire
      • Players must wear athletic shorts or pants and shirts.
      • No boots, street shoes or shoes with marking soles are permitted.
      • Jeans are not permitted.
    • Jerseys
      • It is required that teams wear uniformly colored jerseys in order to help distinguish one team from another.
      • Teams may rent jerseys from the Equipment Center for $1 per jersey.
    • No jewelry, hats, metal barrettes, wristbands, watches, rings, or anything that would be considered potentially harmful to other participants 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.

Section 4: Players

  • Team Composition
    • Each team will be made up of six (6) players on the court.
    • (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 consist of three (3) males and two (2) females or two (2) males and three (3) females.
  • Minimum Team Requirements
    • Games may be started with a minimum of four (4) players.
    • (Co-Rec Modification) Teams with four (4) players must consist of any of the following:
      • Two (2) males and two (2) females
      • Three (3) males and one (1) female
      • One (1) male and three (3) 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 between each round.  
    • Players arriving late must first sign in with the Intramural Supervisor before entering play.

Section 5: Timing

  • Game Length
    • A regulation match will be best out of nine (9) games.
    • The first team to win five (5) games wins the match.
    • Each individual game will be played until one team has successfully put all opposing players out.
    • At the start of each game, two (2) minutes will be placed on the clock.
      • During these two (2) minutes of play, players cannot cross the midcourt line.
      • Should neither team successfully put all opposing players out within the two minutes; an untimed free roam/overtime period shall proceed.
  • Overtime/Free Roam Period
    • During the first two (2) minutes of play, players cannot cross the midcourt line.
    • After that two (2) minute period, a horn will sound signifying that the midcourt line is no longer in play.
      • At this time, players may proceed to any location on the court and are no longer bounded by the midcourt boundary.
      • If less than two (2) balls remain in the court boundaries, play will stop until balls are returned to the playing court.
        • Play resumes with opponents on opposite sides of the midcourt line.
        • The Intramural Referees will resume play.
    • Players cannot tag opponents out during free roam.
      • The ball must clearly be thrown and released from the hand.
  • Time-outs
    • Teams will not receive any timeouts.
    • Injury time outs may be determined only by the Intramural Referees.
  • Tie Breaker
    • If teams are down to a one-on-one situation and players are hit simultaneously, a tie breaker period will determine the winner.  
    • Each player will start with one (1) ball at their end line.
      • The other four (4) balls shall be placed along the midcourt line.
    • The Intramural Referees will resume play.
    • Players may free roam during tiebreaker periods and are not bound by the midcourt line.
  • Official Game
    • If teams have completed at least five (5) total games and inclement weather stops play, the game will be over and its score will be considered official.
    • If a match has not yet reached the start of the sixth game 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 nine (9) games.
      • Thus, the first team to win five (5) games wins the match.
      • Teams do not need to win by two (2) games.
    • The winner of each game will be declared when one team has successfully put all opposing players out.
  • Putting Players “Out”: VIDEO RULE EXAMPLE (http://www.youtube.com/watch?v=TGEYvmHJxfM)
    • Live Ball
      • A live ball is one that has been thrown and has not touched anything except another player or shield ball.  
    • 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 before it touches the floor, wall, or ceiling.
        • 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 the 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 thrown ball:
        • The 1st player is considered out.
        • The 2nd player is not considered out.
      • They step outside of the court boundaries to dodge a throw.
    • 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, ducking, dipping, diving, or dodging 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 without 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) game 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 a dodgeball(s) must make an attempt to throw out an opponent within ten (10) seconds.
      • This includes any physical contact with the dodgeball, not just physically holding the balls.  
      • Rolling the dodgeball(s) to the other side is acceptable.
    • If that player does not make a throw or forfeit the dodgeball(s) to the other side, they will be called out by the officials.

Section 8: Retrieving Dodgeballs

  • Players Exiting Boundaries
    • Should any dodgeball exit the playing court, a player may only exit the playing court through their endline to retrieve the ball provided the player immediately returns back to the playing court through their endline.
      • The balls retrieved may only be from their team’s respective half of the game area, which is the area around the playing court divided by the midline of the volleyball court.
    • A player exiting the court must place one hand in the air to signify they are exiting to retrieve dodgeballs.
      • This player may not be put out until they return inside the playing court boundaries through their endline.
    • A player who fails to exit and reenter the court through their endline to retrieve a dodgeball will receive a warning for the first time and will be called out for that game for the second time.
    • Players may not exit the playing court through any boundary in an attempt to avoid being hit, or they will be called out by the officials.
    • Players may exit the playing court through either sideline or their endline in an attempt to catch a thrown or deflected ball.
  • Sidelined Teammates
    • Players who are out in any given round may retrieve dodgeballs exiting the playing court.
      • The balls retrieved by the sidelined teammates may only be from their half of the court, as described in Section 8.I.A.1 above.
        • This applies during free roam as well.  
    • Any players doing so must return the dodgeballs to the playing court immediately.
      • They may return the dodgeballs directly to their teammates, which may be done through either sideline or the team’s respective endline.
      • They may not hold dodgeballs in any attempt to stall.

Section 9: Technical Fouls

  • Infractions
    • Technical fouls will be given by the officials for the following infractions:
      • Explicit disregard for a rule.
      • Participating after having been ruled out.
      • Tagging a player with the ball rather than throwing it during the free roam period.
      • Taunting or unsportsmanlike acts toward an opponent.
      • Disrespectfully addressing an official or gesturing in a manner that indicates resentment.
      • Using profanity, vulgarity, baiting or ridiculing another player in any form.
  • Penalties
    • A player receiving a technical foul will be ruled out for the current game and will sit out for next game of the match.
      • This team will play down a player for the next game of the match.
    • Should a player receive two (2) technical fouls over the course of the match, that player will be ejected and will be ineligible to participate in the remaining games of the match.
    • Should a team receive three (3) technical fouls as a collective over the course of a game, they will forfeit the current game.

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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Indoor Singles Tennis

Section 1: League Format

  • League Overview
    • The league will consist of five (5) matches in a round robin format.
    • Matches will be scheduled every week for singles play.
  • Playoff Format
    • Top two players from each division will advance into a single-elimination championship tournament.
  • 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 at the Schwartz Tennis Center located at 1324 McCormick Road, West Lafayette, Indiana 47906.
    • Individuals 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.
        • 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 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 (see Object II.1).
    • 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 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.
    • 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.

Section 4: Players

  • Singles Composition
    • An official team shall consist of one (1) player for singles play.
    • 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 may be made up until the first round of the single elimination championship 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.
  • 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 is hit in the body by the tennis ball while the ball is in play.
      • 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.
        • This is allowed if the ball has bounced back over the net due to spin or weather.
      • 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: 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 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 Badminton

Section 1: Event Format

  • Event Overview
    • The league will consist of a one (1) day single elimination tournament.
      • The winner of each single elimination tournament will move on to a champions’ tournament.
    • Participants will be able to choose which day of the week and what time they play their tournament games via IMLeagues.
  • Playoff Format
    • Once a winner is decided from each tournament, a “champions” tournament will be played to determine the overall intramural champion.
    • 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 Lower Net Gym in the CREC.
    • Once you arrive, please contact an Intramural Supervisor for your court assignment.  
  • 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 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
    • Rally scoring will be in effect.
    • Regulation racquets and shuttlecocks will be provided for play.
    • Each game will be played to 15 points, win by two.
  • The Court
    • Courts will be regulation size.
    • The badminton boundaries are marked out on the floor of the Net Gym.
  • Beginning Play
    • The Intramural Supervisor will assist teams with court assignments.  
    • Captains’ Meeting
      • Prior to the start of play, each player will be required to meet with the supervisor.
    • Follow the supervisor’s instructions and ask any desired rule clarifications at this meeting.
    • Determining Serve
      • After the warm-up period, an even/odds game or rally for serve will determine the first choice.
    • The player winning the game shall choose one of the following options:
        • Choose to serve or receive first.
          • If this option is chosen, the remaining player 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 player will choose between serving or receiving first.
    • Upon completion of the even/odds game or rally point, each player will assume their respective sides and play will begin.

Section 3: Equipment

  • Equipment Provided
    • Regulation racquets and shuttlecocks will need to be checked out at the equipment center.  
    • Players may use their own equipment as long as they meet the USA Badminton specifications.
  • Illegal and Required Equipment
    • 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.
      • No boots, street shoes or shoes with marking soles are permitted.

Section 4: Players

  • Team Composition
    • An official team shall consist of one (1) player for singles badminton.
    • 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 may be made up until the first round of the tournament.
    • Once the tournament begins, substitutions may not be made.

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.
    • Should the time limit be called, points currently underway may be finished.
  • Timeouts
    • Players will not receive any timeouts.
    • Injury timeouts may be determined only by the Intramural Supervisor.
  • Overtime
    • Should the overall match score and game score be tied at the time limit, a tie break is played first to five (5) points.
    • The winning team must win by two (2) or be the first to reach eight (8) points.
    • The player who last received will start the tiebreak with the serve.
  • 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 no games have 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 three (3) games.
      • Each game will be played to 15 points.
      • Teams must win by two (2) points or be the first to score 20 points.
  • Points
    • Rally scoring will be in effect.
      • Every time there is a serve, a point is scored.
      • The side winning a rally adds a point to its score.
      • Whichever team wins the point will gain the serve.
    • A point shall be awarded to the opposing team if:
      • The shuttle lands in the boundary lines on the player’s side of the court that an opponent’s legally struck.
      • Shuttles falling on the lines are considered in play and thus would result in a loss of serve.
      • The player unsuccessfully returns the shuttle over the net and into the proper boundaries.
      • A player’s body, clothing or racket touches the net while the shuttle is in play.
      • A player reaches over the net to play a shuttle.
      • The shuttle is contacted twice while on their side of the court.
      • The shuttle contacts the ceiling.
  • 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

  • General Service Rules
    • The first serve of each game is made from the right service court and received in the diagonal right service court – as are all serves when the server’s score is zero or an even number.
      • If the server’s score is an odd number, the server serves from the left side of the court and to the diagonal left service court.
    • Some part of both feet must remain in contact with the court, inside the boundary lines, until the shuttle leaves the racquet of the server.
      • No “jump serves” are permitted.
    • Serving Rotation
      • If the server wins a rally, the server scores a point and then serves again from the alternate service court.
      • If the receiver wins a rally, the receiver scores a point and becomes the new server. They serve from the appropriate service court – left if their score is odd, and right if it is even.
    • In singles play, servers receive only one (1) attempt to serve the shuttle. Failure you to properly do so results in a “service over” and the receiver now gains serve.
      • It is not a fault if the server completely misses the shuttle on the serve.
  • Let Serves
    • A serve may not be delivered until the receiver is ready. If this occurs, a let, or re-serve, is called.
    • Should a shuttle, or any other disturbance, from another court disrupt play, a let is called.
  • Illegal Serves (Faults)
    • In singles, one (1) fault results in a “service over”.
    • A fault occurs if:
      • The racquet head is above hand or the shuttle is above the waist during the moment of contact on the serve.
        • Thus, serves must be “dropped.”
      • The shuttle fails to pass over the net or does not land in the proper boundaries.
      • The server is not positioned properly within the boundaries of the service court.
        • Feet on the boundary lines are considered faults.
      • Before or during the serve, any player feints or balks the opponent.
      • The shuttle is contacted twice while on their side of the court.
      • The shuttle contacts the net or ceiling.

Section 8: 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 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 Table Tennis

Section 1: Event Format

  • League Overview
    • The league will consist of a one (1) day single elimination tournament.
    • Participants will be able to choose which day of the week and what time they play their tournament games via IMLeagues.
  • Playoff Format
    • Once a winner is decided from each tournament, a “champions” tournament will be played to determine the overall intramural champion.
    • Seeding will be based on the order in which participants complete the sign in process.
  • Location
    • Games will be played in the CREC in room MP5.
    • Signs will be posted directing players to the exact location of table tennis.
  • 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.
        • 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 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
    • Serve will be determined through a game of P-I-N-G.
    • In all games, the first player/team to score 21 points and win by two (2) will win the match.
    • Rally scoring will be in effect; the winner of each served ball will receive a point.
    • The server may serve from along any part of the back table edge and may serve into any half on the receiver’s side.
      • (Doubles Modification) The server must serve diagonally into the designated receiver’s half of the court.
    • After the first five (5) points, the receiver shall become the server.
      • This process repeats every five (5) points until the end of the game or a score of 20-20.
  • The Table
    • Table Surface
      • The table is nine (9) feet long, five (5) feet wide, and 30 inches high.
      • The playing surface is divided into two (2) halves.
    • Net height should be approximately six (6) inches.
  • Beginning Play
    • The Intramural Supervisor will assist teams with table 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.
    • Pinging for Serve
      • Service will be determined by a one (1) point game of P-I-N-G.
      • Players start by rallying the ball.
        • Once each player has contacted the ball twice, the players will play out the rally as if it is an actual point.
        • The winner may decide who serves first.

Section 3: Equipment

  • Equipment Provided
  • Illegal and Required Equipment
    • Players must wear athletic shoes.
    • Shorts/pants and shirt are also required.

Section 4: Players

  • Team Composition
    • An official team shall consist of one (1) player for singles play and two (2) for doubles play.
    • (Co-Rec Modification) Doubles teams must be composed of 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
    • Substitutions can be made up to the first scheduled match.
    • Once the tournament begins, no substitutions are permitted.

Section 5: Timing

  • Time Limit
    • A 25 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.
  • Time Outs
    • Players or teams will not receive any timeouts.
    • Injury time outs may be determined only by the Intramural Supervisor.
  • Overtime
    • Should the time limit be called in the third game, the first player to be ahead by two (2) points will be the winner.
    • The winning team must win by two (2) or be the first to reach twenty-five (25) 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 tournament games will be rescheduled by through the Intramural Office.

Section 6: Scoring

  • Winning the Game
    • Matches will be best two (2) out of three (3) games.
    • In all games, the first player/team to score 21 points and win by two (2) will win the match.
      • Should a team reach 21 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 25 points.
    • Rally scoring will be in effect; the winner of each served ball will receive a point.
  • Scoring Points
    • A point is scored by the opponent if:
      • The server fails to make a successful service (See Section 7.I).
      • A player fails to return the ball successfully, see below, over the net when it is their turn to return.
      • The ball bounces twice on any side before it is returned.
      • A player contacts the ball multiple times with their paddle.
      • The ball contacts a player’s body or clothing at any time.
      • Any freehand touches playing surface during a point.
      • A player and/or their racket or clothing contacts the net or the net’s supports.
      • A player moves the playing surface during a point.
    • Returning the Ball
      • In order to return a ball successfully, the ball must pass through the vertical plane above the net.
      • A successful return must also land on the opponent’s side of the net after crossing over the net.
  • Mercy Rule
    • There will be no mercy rule.
  • Forfeit Score
    • In the event of a forfeit, a score of one (1) will be given to the winning player/team and zero (0) to the losing player/team.

Section 7: Serving

  • Serving
    • The server may serve from along any part of the back table edge and may serve into any half on the receiver’s side.
      • (Doubles Modification) The server must serve diagonally into the designated receiver’s half of the court.
    • The ball shall be placed in the palm of the free hand, which must be stationary and above the playing service.
    • Service begins by the server projecting the ball upward without imparting any spin. During the ball’s downward flight, the server must contact the ball.
      • The ball must then first touch the server’s side of the court, pass over the net, and finally touch the receiver’s side of the court.
      • In singles play, the server may serve into any service zone
        • For doubles modifications, see Section 8.
      • Should a server attempt to serve and miss the ball altogether, a point is awarded to the server’s opponent(s).
  • Singles Service Order
    • After the first five (5) points, the receiver shall become the server.
    • This process repeats every five (5) points until the end of the game or a score of 20-20.
      • Should the score be tied at 20-20, service alternates after each point.
      • The player who served first will serve first if the score is 20-20.
      • If a player has a game point, their opponent will serve until the game ends, or there is no longer game point.
    • Beginning Play in the Second and Third Games
      • The side receiving first in the first game begins the second game serving.
      • If necessary, the side receiving first in the second game begins the third game serving.
  • Lets
    • Should a serve contact the net and/or its supports and continue to go over the net, a let, or re-serve, is declared.
    • Lets may also occur if:
      • The receiver is not ready to return and makes no attempt to strike the ball.
      • A rally or point becomes interfered with at any given time.

Section 8: Doubles Modifications

  • Order of Play
    • After the server serves to the initial receiver and the initial receiver successfully returns the ball:
      • The server’s partner must play the initial receiver’s return to the initial receiver’s partner.
      • Partners must then alternate who contacts the ball until the point is completed.
    • Any contact out of order results in a loss of that point.
  • Choice in Order of Play
    • The pair with the right to serve first may decide which player will serve the first five (5) points.
    • The pair receiving first may decide which player will receive the first point.
      • Receivers will then alternate even though the server remains the same for the first five (5) points.
      • At the start of the next game, however, the player who did not initially receive must receive first.
  • Service Modifications
    • The first five (5) services shall be delivered by the initial player of the serving team and shall be received by the appropriate partner of the opposing pair.  
    • The second five (5) serves shall be delivered by the initial receiver of the game’s first serve.
    • The third five (5) serves shall be delivered by the initial server’s partner.
      • The sequence is continued until the end of the game or the score of 20-20.
      • At 20-20, players and teams will alternate who serves and receives on every point until a team wins by two (2).

Section 9: 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 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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Softball

Section 1: Tournament Format

  • League Overview
    • The league will consist of three (3) regular season games.
    • Participants will be able to choose which day of the week and what time they play their regular season games 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.
  • 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 season and through the end of semi-final games in the playoffs.
    • 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
    • Field Location
      • The softball fields will be centered in a wheel configuration on the Gold Fields, increasing the field space.
      • Each baseline will be 65 feet in length and the pitcher’s plate will be located 50 feet from the back of home plate.
      • A safety base will be used at first base.
    • 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.
      • Sunglasses and baseball hats are permitted.
      • No jewelry, metal barrettes, wristbands, watches, rings, or anything that would be considered potentially harmful to other participants 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.
    • Gloves
      • Gloves are not provided, but are required by all participants playing in a defensive position (fielding).
  • 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.
    • Teams must follow batting lineup restrictions (see Section 7.1).
  • Minimum Team Requirements
    • Games may be started with a minimum of seven (7) players. Teams must have a pitcher and catcher.
    • (Co-Rec Modification) Teams with seven (7) players must consist of 4 males and 3 females or vice versa, and must take an extra out for their eighth batter.
    • 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.
    • The opposing team handles improper re-entry with a protest. An improper re-entry becomes a violation after a pitch is made. Examples of improper re-entry are a starter who re-enters in the wrong batting position in the lineup, a starter who re-enters twice, and a substitute who re-enters the game.
    • 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.
      • For clarification, the start of an inning consists of one (1) live pitch.
  • Time Outs
    • Teams will not receive any timeouts.
    • Injury time outs may be determined only by the officials and/or Intramural Supervisor.
  • Extra Innings
    • During league play, there are no extra innings and games will result in a tie.
    • During the playoffs, 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, fourth, and fifth innings, 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.
    • (Co-Rec Modifications)
      • Teams must bat players in an alternating order – male/female or female/male.
      • Teams opting to play with an odd number of players are required to take an extra out for their missing male or female counterpart.
        • For example, if a team with seven (7) players bats male/female/male/female/male/female/male, they must take an out due to the same gender batting back to back in the order.
  • 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: Baserunning 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.
    • (Co-Rec Modifications)
      • Courtesy runners in Co-Rec must be the same gender as the injured player they are replacing.

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.
  • 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.
  • (Co-Rec Modification): Walking a Male Batter
    • Should a male batter be walked without taking at least one (1) strike, the next female batter has the choice of walking or hitting until she steps into the batter’s box.
    • This rule does apply whether the walk is intentional or unintentional.
    • This rule does NOT apply during extra innings.

Section 10: Fielding

  • Field Positions
    • Players may switch positions from inning to inning or on any given play.
    • In Co-Rec play, there are no restrictions on where males or females must field. Teams may position their fielders as they see fit.
  • 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

  • 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 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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Sports Trivia

Section 1: Event Format

  • Event Overview
    • The event will consist of a one day tournament.
  • Location
    • This event will be played in the Feature Gym in the CREC.
  • Supervision
    • An Intramural Supervisor will be in charge of reading questions, grading answers, tallying up team points, and overseeing operations of the event.
      • 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 gym 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

  • Format
    • Each match will consist of five (5) rounds
      • Rounds one (1) through four (4) will have the same question and answer format
      • Round five (5) is the final round and will include a multiple part question.
    • Each round will consist of two (2) heats.
      • A heat will consist of three (3) questions.
      • A round will consist of six (6) questions.
    • Teams will be given a scorecard with three (3) topics listed.
    • Teams will assign one (1), two (2), or three (3) points to each topic.
      • These numbers may only be used once.
      • The maximum number of points earned per heat is six (6).
      • The maximum number of points earned per round is 12.
    • Intramural Supervisor will display and read each question
      • Teams will have 90 seconds to answer the question.
      • Questions must be answered in a brief statement.
    • After each heat teams will turn in their scorecard to be graded by the supervisor and receive another scorecard for the next heat.
      • This process will continue for the first four (4) rounds.
    • The final round will consist of one (1) multiple part question
      • Teams will receive the final round scorecard after the previous four (4) rounds have been completed.
      • Teams will write down their wager on the scorecard

Section 3: Equipment

  • Equipment Provided
    • All equipment will be provided to by the Intramural Supervisor on site.
      • All teams must have a scorecard and a pencil/pen.
  • Resource Materials
    • The use of resource materials and electronic devices (computers, cell phones, tablets, etc.) are strictly prohibited during this event.

Section 4: Players

  • Team Composition
    • An official team shall consist of four (4) players.
  • Minimum Team Requirements
    • Games may be started with a minimum of two (2) players.
  • Substitutions
    • Teams may only substitute before the event.
    • Players arriving late must first sign in with the Intramural Supervisor before entering play.

Section 5: Timing

  • Time Limit
    • Each round will be 10 minutes in length
      • Each question in each heat must be answered in 90 seconds.
    • After each round there will be a three (3) to five (5) minute intermission to calculate point totals.
    • The final round will consist of 10 minutes
      • Two (2) minutes to pick a wager
      • Eight (8) minutes to answer the final question
  • Overtime
    • Teams tied at the end of the final round will answer a single sudden death playoff question
      • Teams will have 90 seconds to answer the question
      • Questions will be asked until only one team answers correctly.

Section 6: Scoring

  • Winning the Event
    • The team with the highest point total after all five (5) rounds will be considered the winner.
  • Scorecard
    • Teams will be given a scorecard with the listed topics for every heat.
    • Teams will assign one (1), two (2), or three (3) points to each topic.
      • These numbers may only be used once.
    • Teams will only earn the assigned points if their answer is correct.
      • The maximum number of points earned per heat is six (6).
      • The maximum number of points earned per round is 12.
      • The minimum score possible is zero (0).
  • Final Round
    • Teams will be given a final round scorecard
      • Answers will have multiple parts
    • Teams will wager as many points as they have received over the previous four (4) rounds.
      • Wagers must be written on the scorecard before the final round question is displayed and read.
    • Teams will only earn the points they wager
      • Teams with zero (0) points will be able to answer the final question, but receive zero (0) points if they answer the question correctly.
    • The scorecard must be turned into the Intramural Supervisor in order for points to be received.

Section 7: 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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Swim Meet

Section 1: Event Format

  • Event Overview
    • This competition is a combination of individual and team events.
      • Both individuals and teams may register for events.
      • See Section 4 of this document for registration limitations.
    • Participants will only be able to participate on the specified event date.
    • For competing organizations, points will be tallied throughout the swim meet.
  • Location
    • The swim meet will take place in the Boilermaker Aquatic Center, located north of Meredith Hall.
    • The facility can be entered through the CREC.
  • Supervision
    • The intramural and aquatics staff will operate the event.
      • ALL PARTICIPANTS MUST PRESENT THEIR ID IN ORDER TO PARTICIPATE.
      • Check-in will be between 6:00-6:30 pm and will take place on the pool deck.
        • 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 event ready to begin at the scheduled time.
    • An Intramural Supervisor will provide oversight and aid with operations of the event.  Please alert the Intramural Supervisor if assistance is needed.
    • Certified lifeguards will oversee participants’ safety.
  • 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 Event

  • Brief Overview
    • The following events (see Section 8 for descriptions) will be offered:
      • 200 Yd. Medley Relay
      • 50 Yd. Free Style
      • 100 Yd. Individual Medley
      • 50 Yd. Butterfly
      • 100 Yd. Free Style
      • 50 Yd. Backstroke
      • 50 Yd. Breaststroke
      • 200 Yd. Free Style Relay
    • For event descriptions, see Section 8.
  • The Pool
    • The pool is regulation size according to NCAA competition.
  • Beginning Play
    • An official call will be conducted prior to all swim meet events.
    • After the original call, the events will follow a designated order. There will be calls prior to each event informing participants to prepare for the start of that specific event.

Section 3: Equipment

  • Equipment Provided
    • Competition equipment, such as goggles and swim caps, are available for purchase at the Equipment Center in the Co-Rec.
    • Players may use their own competition equipment.
  • 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

  • Individual Participation
    • Individuals may compete in up to four (4) events.
      • Relays do count towards an individual’s four (4) event limit.
      • Should an individual exceed this limit, they will forfeit all previous points earned for their organization.
    • Individuals without teams are also restricted to four (4) events.
  • Organization Limits
    • The following organization limits also occur for team competition:
      • All Divisions – Limit two (2) individuals per individual event and 1 team per relay event.
      • Individuals competing in team competition may only participate in 4 total events.
      • Rosters must be submitted via IM Leagues by 5pm on the day before the event. Roster adjustments will not be accepted following this date.
  • Minimum Team Requirements
    • There is no minimum requirement of events for a participating individual or organization.
  • Substitutions
    • A registered participant may be replaced as long as the replacement occurs prior to end of the check-in period (6:30 pm)
    • All scratches must be turned in by 3pm on the day of the event.
    • Players arriving after the end of the check-in period (6:30 pm) will not be able to participate.

Section 5: Timing

  • Timing
    • Event clocks begin after the official start, denoted by an electronic sound device (see Section 7.1).
    • In each event, the individual or team with the lowest total time shall win that event.
    • Once indicated by the event staff, all times are final and not subject to debate.

Section 6: Scoring

  • Scoring
    • Individuals or teams earn points based on the order in which they finished the event.
    • Individual event points will be awarded as follows:
      • 1st Place – 7 points
      • 2nd Place – 5 points
      • 3rd Place – 4 points
      • 4th Place – 3 points
      • 5th Place – 2 points
      • 6th Place – 1 point
    • Team event points will be awarded as follows:
      • 1st Place – 14 points
      • 2nd Place – 10 points
      • 3rd Place – 8 points
      • 4th Place – 6 points
      • 5th Place – 4 points
      • 6th Place – 2 points
    • Once indicated by the event staff, all times are final and not subject to debate.
  • Forfeits
    • Forfeited individuals will not receive any points for any missed events.
    • Players violating the event limit restrictions will retroactively forfeit previously earned points.

Section 7: Event Starts

  • Official Start
    • When the starter sees that all swimmers are completely motionless, the starter starts the race with an electronic sound device.
    • Should any movement violations occur, a false start shall be called (see Section 7.IV).
  • Forward Start
    • In all events with the exception of the backstroke, each swimmer shall stand with at least one (1) foot on the front edge of the starting platform in readiness to assume a starting position.
      • A swimmer may alternatively start in the water but must have at least one hand on the wall or starting block.
  • Backstroke Start
    • Each swimmer shall line up facing the starting mark with both hands grasping the starting grips (this is to include the end of the pool or any part of the starting block) and with both feet in contact with the end of the pool.
  • False Starts
    • Any swimmers leaving their marks before the starting sound shall be charged with a false start.
      • All other swimmers must be immediately released by the starter with the command, "Stand up.”
        • This allows the swimmer in the forward start to stand up or step off the block.
        • In the backstroke start, the swimmers are released from their starting position but must remain in the starting area.
    • When the starting sound has been given and one (1) or more participants has obtained an unfair advantage, all swimmers shall be recalled at once by a second sound device.
      • The starter and/or the referee shall then indicate the swimmer or swimmers, if any, to be charged with a false start.
    • Any swimmer who unnecessarily delays in assuming and holding a completely motionless starting position after the command, "Take your mark" must be charged with a false start.
    • Any swimmer responsible for any other unnecessary delay after the referee's signal shall be charged with a false start.
    • Two (2) false starts from any one (1) individual result in an automatic disqualification from that event.

Section 8: Event Format

  • Backstroke
    • Swimmers shall push off on their backs and continue swimming on their backs throughout the event.
    • Some part of the swimmer's body must touch the end of the racing course during each turn.
      • After any part of the swimmer's head has passed the backstroke flags, the swimmer's upper shoulder is allowed to rotate past the vertical toward the prone position before the touch is completed provided such rotation is accompanied by an immediate initiation of the turning action.
  • Breaststroke
    • The body shall be kept perfectly on the breast and both shoulders shall be in line with the water surface.
    • Arm Movement
      • All movements of the arms shall be simultaneous and in the same horizontal plane without alternating movement.
      • The hands shall be pushed forward together from the breast and shall be brought back on or under the surface of the water.
    • Leg Movement
      • All movements of the legs shall be simultaneous and in the same horizontal plane without alternating movement.
      • The feet must be turned outwards in the backward movement.
        • A "dolphin" kick is not permitted.
        • “Dolphin” kicks are propulsive movements determined by flexion and extension at the knees in the vertical plane.
      • Breaking the surface with the feet shall not merit disqualification unless caused by movement of the legs in a vertical plane.
    • Head Level
      • A part of the head shall always be above the general water level (the surface in a calm state), except that after the start and after each turn, the swimmer may take one (1) arm stroke and one (1) leg kick while wholly submerged.
        • When the hands begin their sideward or downward press, a new stroke shall have been started.
        • A wave passing over the head does not constitute a violation.
      • It is permissible after the final arm pull prior to a turn or finish for the head to be lowered below the water level of the pool.
        • This would apply equally to the breaststroke leg of the medley relay and the breaststroke in the individual medley.
    • Turns
      • When touching at each turn, the touch shall be made with both hands simultaneously.
      • It is permissible on a turn to drop a shoulder after the final arm pull and prior to the touch.
      • Once each legal touch has been made, the swimmer may turn in any manner desired.
        • The prescribed form must be attained from the beginning of the first arm stroke.
    • On the finish, the touch must be made with both hands simultaneously.
  • Butterfly
    • After the start and turns, a swimmer is permitted one (1) or more leg kicks but only one (1) arm pull under water, which must bring the swimmer to the surface.
    • Both arms must be brought forward together over the water and brought backward simultaneously.
    • The body must be kept perfectly on the breast and both shoulders in the horizontal plane from the beginning of the first arm stroke after the start and after each turn.
    • All up and down movements of the legs and feet must be simultaneous, although they may be on an unequal plane, but the movement shall not be of an alternating nature.
      • A breaststroke kick may not be used.
    • Turns
      • When touching at each turn the touch shall be made with both hands simultaneously.
      • It is permissible on a turn to drop a shoulder after the final arm pull and prior to the touch.
      • Once each legal touch has been made, the swimmer may turn in any manner desired.
        • The prescribed form must be attained from the beginning of the first arm stroke.
    • On the finish, the touch shall be made with both hands simultaneously.
  • Free Style
    • In the free style event, any style or combination of styles may be used.
    • At each turn, some part of the body must touch the wall.
  • Individual Medley
    • The swimmer shall swim the prescribed distance as follows:
      • First ¼ - Butterfly
      • Second ¼ - Backstroke
      • Third ¼ - Breaststroke
      • Fourth ¼ - Any style other than butterfly, backstroke, or breaststroke
    • A swimmer must swim each phase of this race adhering to the turn and finish rule governing each stroke.
      • It is permissible to drop the shoulder on both the turn or when approaching the finishing turn on breaststroke and butterfly portions.
  • Free Style Relay
    • Four (4) participants are on each team. Each participant swims ¼ of the prescribed distance. B.  The lead swimmer begins the event at the official start.
    • Each succeeding teammate will assume the forward starting position with at least one (1) foot in contact with the front edge of the starting platform in time to take off after the previous swimmer finishes their portion of the event.
      • The swimmer may be in motion but must still be in contact with the front edge of the starting block when the preceding swimmer finishes.
      • Any such violation will result in a disqualification.
  • Medley Relay
    • Four (4) swimmers are on each team, and each swimmer will swim 1/4th of the total distance as follows:
      • First ¼ - Backstroke
      • Second ¼ - Breaststroke
      • Third ¼ - Butterfly
      • Fourth ¼ - Any style other than butterfly, backstroke, or breaststroke
    • Each swimmer must swim each phase of this race adhering to the turn and finish rule governing each stroke.

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 Tennis

Section 1: League Format

  • Tournament Overview
    • The tournament will consist of a one (1) day single-elimination tournament.
    • Participants will be able to choose which day of the week and what time they play their tournament games via IMLeagues.
  • Tournament 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 a random order.
  • Location
    • Games will be played on TREC Outdoor 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.
        • 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.
  • 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 must designate an A player and a B player.
    • Each round of the tournament will consist of two (2) singles matches and one (1) doubles match.
      • Teams must win best two (2) out of three (3) matches to advance in the tournament
    • 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.
    • 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.

Section 4: Team Composition

  • Team Tournament Composition
    • A team shall consist of a minimum of four (4) players.
    • Play will consist of two (2) players from each team playing singles in order of strength and two (2) players from each team playing doubles.
      • Teams must rank and designate players as either A or B with A being the best player, followed by B.
        • If a team is decided by the Intramural Supervisor to have ranked their player improperly to gain an advantage, the team will forfeit.
      • The remaining two players are designated as the doubles players.  
    • (Co-Rec Modification) Play will consist of one (1) player from each gender on a team playing singles and one (1) player from each gender on a team playing doubles together.
    • (Co-Rec Modification) Teams must rank and designate players as either A or B for each gender.
      • (Co-Rec Modification) The A players will play singles against the same gender A player from the opposing team.
      • (Co-Rec Modification) The B players will play doubles against the B players from the opposing team.
    • Minimum Number of 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.
  • Substitutions
    • Substitutions may be made up to each 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.
  • Timeouts
    • Players will not receive any timeouts.
    • Injury timeouts may be determined only by the Intramural Supervisor.
  • Tiebreaker
    • Should the set score be 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.
      • If tied 3-3 in a set, a tiebreaker will be played to determine the winner of the set.
    • If each player has won a set, a tiebreaker will be played to determine the winner of the match.  
    • A team must win best two (2) out of three (3) matches to advance in the tournament.
  • 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 racquet touches the net while the ball is in play.
      • A player is hit by the ball while it is in play.
      • A player reaches over the net to play a ball.
        • This is allowed if the ball has bounced back over the net due to spin or weather.
      • 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 racquet 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 reserved 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

  • 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 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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Ultimate Frisbee

Section 1: League Format

  • League Overview
    • The league will consist of three (3) regular season matches.
    • Participants will be able to choose which day of the week and what time they play their regular season games 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.
  • 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 locating your playing location.  
  • 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.
  • 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 play.
    • 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
    • Throw-offs begin each half and occur after every score (see Section 7).
    • A whistle signifies the start or stop of each half.
    • After catching a pass, the receiver is only permitted the fewest number of steps required to come to a stop and establish a pivot foot.
    • Once a marker has established a legal guarding stance, a ten (10) second count may begin (see Section 10.3).
    • Callahan’s are permitted (see Section 6.II).
  • The Field
    • The playing field is 70 yards long by 40 yards wide.
    • Two (2) end zones, 25 yards deep, will be each team’s scoring area.
  • 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 supervisor.
      • Follow the 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 receive the throw-off in the first or second half.
          • If this option is chosen, the remaining captain will choose which side of play to throw-off from in the first half.
        • Choose which side of play to start on 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 (see Section 7).

Section 3: Equipment

  • Equipment Provided
    • Discs will be provided by the Intramural Staff.
    • Players may use their own discs if both captains 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, metal screw-in cleats are not permitted.
    • Attire
      • Players must wear athletic shorts or pants and shirts.
      • It is required that teams wear uniformly colored shirts to help distinguish one team from another.
      • Jeans are not permitted.
    • No jewelry, metal barrettes or anything that would be considered potentially harmful to other participants may be worn.
      • Sunglasses and baseball hats are permitted.
    • 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
    • Jerseys may be rented from the Equipment Center in the CREC or TREC.

Section 4: Players

  • Team Composition
    • An official team shall consist of seven (7) players on the field.
    • (Co-Rec Modification) Teams with seven (7) players may have either four (4) males and three (3) females or three (3) males and four (4) females.
    • (Co-Rec Modification) Teams with six (6) players must have three (3) males and three (3) females.
  • Minimum Team Requirements
    • Games may be started with a minimum of five (5) players.
    • (Co-Rec Modification) Teams with only five (5) players may have either three (3) males and two (2) females or two (2) males and three (3) 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:
      • Before the beginning of the second half.
      • During timeouts.
      • After goals prior to the ensuing throw-off.
      • After injuries (the opposing team has the option to also substitute a player).
    • 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 Intramural Supervisor.  
    • Halftimes will be a maximum of five (5) minutes long and teams will switch sides at the start of the second half.
  • Whistle
    • A whistle signifies the start or stop of each half.
    • If a team is in the middle of a possession when the whistle blows for the end of a half, play continues until there is a score or change in possession.  
  • 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 time after halftime without loss of sportsmanship. 
      • The final score of the game will be the current score at the time of concession.
    • 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, the first team to score one (1) point wins.
    • A coin toss or even/odds game will decide playing side and possession (see Section 2.III).
  • Official Game
    • If at least one (1) half 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) half 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
    • Each successful catch in the offensive end zone results in one (1) point for the scoring team.
      • Throw-offs will follow every score (see Section 7).
      • Teams will switch attacking ends after every score.
    • The team with the most points at the end of the second half wins the game.
  • Callahan’s
    • Callahan’s occur when a defender intercepts a disc in their own offensive endzone.
    • Callahan’s are permitted and count as one (1) point.
  • 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: Throw-Offs (Pulls)

  • Throw-off Positioning
    • The person throwing the disc must signal their team is ready by raising their hand.  
      • This indicates the throwing team is ready to play.
      • The thrower must wait for their opponents to return a ready-to-play hand raise before the disc may be thrown.
    • The throwing team may move freely as long as they remain completely in their defensive end zone until the disc has been thrown.
    • The receiving team must have one (1) foot on their defensive goal line.
      • The receiving team may move along the defensive goal line; however, they may not change positions relative to one another.
    • Once the disc is in the air, each team may move freely to any position on the field.
  • Resuming Play After Throw-offs
    • If the throw-off is caught by the receiving team, that team immediately begins its possession at that location.
      • Should the throw-off be dropped by the receiving team, the throwing team gains possession at that location.
      • The throwing team is not allowed to interfere with the receiving team’s attempt to catch the throw-off. Any interference results in automatic possession for the receiving team.
    • If the throw-off is not caught but lands in bounds, the receiving team starts possession at the location where the disc comes to a complete stop.
    • Should the throw-off land out of bounds on the fly, the receiving team chooses to:
      • Put the disc into play where it crossed the line.
      • Play the disc in the middle of the field – signaled by the thrower raising both hands together above one’s head.
    • Should the throw-off roll out of bounds, the receiving team begins play at the initial point where the disc crosses the out of bounds line.
      • If the disc rolls out in the endzone, the disc may be advanced to the front of the end zone nearest to where it crossed the out of bounds line.
    • If the throw-off lands in the endzone, the receiving team may not advance the disc to the front of the endzone and must play the disc where it is picked up.

Section 8: Change of Possession and Out of Bounds

  • Change of Possession
    • Change of possession occurs when a pass is not completed between two (2) offensive team members.
    • The following may cause a change in possession:
      • The disc is dropped or hits the ground.
      • A stalling violation occurs.
      • The disc falls out of bounds.
      • The defense blocks or intercepts the disc.
    • Once a change in possession occurs, the new offensive team does not have to wait for the defensive team to begin its attack.
  • Out of Bounds
    • The boundary lines are considered out of bounds.
    • If a change of possession occurs from the disc landing out of bounds, the team gaining possession must walk the disc to the point of exit and signal for play to resume by tapping the disc on the ground.
    • For a receiver to be considered in bounds after a catch, the first point of contact with the ground must be completely in bounds.
      • If momentum carries a player out of bounds, the player may return in bounds (see Section 9).
      • The player should play the disc from the point of exit – not the point of the catch.
    • To be in bounds, a player’s pivot foot must always remain in bounds; however, the non-pivot foot may rotate in and out of bounds as long as the pivot foot is legally placed.
    • Should the disc go out of bounds in the endzone, the team gaining possession brings the disc to the front goal line parallel to the location where the disc crossed over the line.

Section 9: Receiving and Momentum

  • Receiving
    • Bobbling the disc to gain control is permitted.
    • The receiver may throw a caught disc before taking three steps after a catch.   
  • Momentum
    • After catching a pass, the receiver is only permitted the fewest number of steps required to come to a stop and establish a pivot foot.
      • Excess steps, with no effort to stop is a travelling violation.
    • Should momentum carry a player into the endzone, the score shall not count and the receiver shall return to the point where goal line was crossed. A ground check (tapping the Frisbee on the ground) is required at this spot to resume play.  

Section 10: The Thrower, the Marker, and Stalling

  • The Thrower
    • The thrower may pivot in any direction.
      • The thrower may not change pivot foots until the disc is released.
      • However, once the marker has established a legal defensive position, the thrower may not pivot into them.
    • If the disc is dropped by the thrower without defensive interference, the defense obtains possession at that location.
    • Passes may be thrown in any direction.
    • Throwers may not catch their own throw, and the defense obtains possession if this occurs.
  • The Marker
    • Only one (1) player may guard the thrower at a time.
      • A second defensive player may not be within ten (10) feet of the thrower unless they are guarding a second offensive player.
    • The marker may not do anything to attempt to prohibit the thrower from natural movement.
      • The marker may not straddle the pivot foot of the thrower.
      • The marker cannot position their arms in such a manner as to restrict the thrower from pivoting.
    • There must be at least one (1) disc’s diameter between the upper bodies of the thrower and marker.
  • Stalling
    • Once a marker has established a legal guarding stance, a ten (10) second count may begin.
      • The thrower must release the disc before the tenth second. If the thrower does not release the disc, a change in possession occurs.
      • The marker must count aloud so that the thrower can hear.
      • The intervals must be full seconds. No quick counts.
    • Should a team switch markers, the stall count must restart from the beginning.

Section 11: Fouls and Violations

  • Defensive Fouls
    • Physical contact by the defense is not permitted.
    • Defensive players are not permitted to touch the disc while it is possession of an offensive player.
    • Should the thrower or receiver be fouled:
      • And a pass is completed, the foul is automatically declined and play continues.
      • And a pass is not completed, the thrower retains possession and the stall count restarts.
  • Offensive Fouls
    • Physical contact by the offense is not permitted.
    • Any undisputed offensive foul results in a change of possession at the spot of the foul.
  • Offensive Violations
    • Travelling: After receiving a disc a player must establish a pivot foot immediately.  Failure to do so is a travelling violation, play will stop and the disc will return to the player who committed the violation. Each of the following also results in a traveling violation:
      • A player receives a disc and either speeds up, changes direction, or does not stop as quickly as possible before establishing a pivot.
        • Exception: If a player catches the disc and releases it before his third step establishing a pivot is not required.
      • Lifting or moving the pivot foot before releasing a throw.
      • A thrower fails to properly put the disc in play (ground check or defensive check (allowing defender to tap the Frisbee to acknowledge readiness)) when necessary.
    • Picks: Offensive players are not permitted to restrict a defenders freedom of movement. This applies whether the restriction of movement is intentional or not. This only applies if the defender is actively guarding (and within 10 feet of) an offensive player.
      • After a pick is called, play will stop and the obstructed player is allowed to regain relative position lost with the offensive player he was guarding.
  • Defensive Violations: These violations will result in the stall count being reset to 0.
    • Fast count: Defenders may not stall at a rate faster than one count per second.
    • Double-Team: There may only be one defender within 10 feet of the player with the disc.
      • Exception: If the second defender is within 10 feet of another offensive player.

Section 12: 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 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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Wallyball

Section 1: League Format

  • League Overview
    • The league will consist of three (3) regular season games.
    • Participants will be able to choose which day of the week and what time they play their regular season games 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 CREC’s lower racquetball 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 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.
        • 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.
  • 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 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.
    • Spiking is permitted.
      • (Co-Rec Modification) Men CANNOT spike the ball in Co-Rec divisions. Each return by a male must have a slight arc.
      • (Co-Rec Modification) Men may still block.
    • Kicking is permitted.
    • The back wall and ceiling are only in play for the side that is returning a serve or volley (see Section 8).
    • A team may hit the ball over the net that bounces off of up to one (1) wall (see Section 8).
  • The Court
    • The playing court has the dimensions 20 feet wide by 40 feet long by 20 feet high
    • Nets
      • The top of the net will be no higher than eight (8) feet from the floor.
      • Nets are three (3) feet in height.
  • 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
    • Wallyball nets and an indoor wallyball will be provided.
    • Players may use their own indoor wallyballs if both captains and the Intramural Supervisor agree prior to 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.
    • 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
    • Eye guards are recommended but not required.

Section 4: Players

  • Team Composition
    • An official team shall consist of four (4) players on the court.
    • (Co-Rec Modification) Teams must have at least one (1) person of each gender on the court.
  • 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.
  • 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 will be enforced by the Intramural Supervisor.
  • 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 6.1 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.
    • Rally scoring is in effect.
    • 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.
  • Rallies
    • Teams are allowed three (3) hits per rally; the ball must cross over the net within 3 hits.
      • 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 contacts two (2) or more walls consecutively on a serve, volley, or block that crosses the net (see Section 8).
      • The ball illegally contacts the back wall (see Section 8).
      • (Co-Rec Modification) A team contacts the ball more than once without a player from each gender contacting the ball before it passes over 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.
  • Replays of Points
    • Should a ball from another court impede the current game’s progress, the point shall be replayed with the serve returning to the team serving prior to the impediment.
    • Should a ball from the current game enter another court, the point shall be replayed with the serve returning to the team serving prior to the ball’s exit.
  • 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: Scoring

  • Serving
    • The server may serve from any location along the back wall.
    • Let serves are permitted.
  • Legal Serve and Return
    • The serving side:
      • May hit one (1) wall during the serve on either side of the net provided that the ball still goes over the net and does not contact more than one (1) wall.
      • May not hit the ball with both hands.
      • May hit the net on the serve.
    • The returning side may not block or spike a serve.

Section 8: Wall Play, Legal and Illegal Contacts

  • Wall Play
    • The back wall and ceiling are only in play for the side that is returning a serve or volley.
      • The team returning a serve or volley may hit the ball off of any number of walls.
      • Should a team hit a ball over the net that contacts the back wall or ceiling before contacting an opponent, the point and serve is awarded to their opponents.
      • A player may, however, hit the ball to their opponents directly off of their own back wall provided that it is the only wall that the ball contacts.
    • A team may hit the ball over the net that bounces off of up to one (1) wall.
      • Should a team hit a ball over the net that contacts two (2) or more walls before contacting an opponent, the point and serve is awarded to their opponents
      • A team returning a serve or volley may hit it off of any number of walls provided that they contact the ball again before hitting the ball over the net.
  • 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 divisions. Each return by a male must have a slight arc.
      • (Co-Rec Modification) Men may still block.
  • 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 whatever 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.

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.
      • A foot that is completely over the center line and touching the opponent’s side of the court is considered illegal.
    • 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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Water Basketball

Section 1: Event Format

  • League Overview
    • The league will consist of a one (1) 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.
    • Tournament seedings will be drawn at random.
  • 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 Recreation Pool.
    • 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, 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 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 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 at least 5 yards out from the basket to establish itself on offense.
      • Even on an air ball, the defense must take the ball 5 yards out from the basket.
      • Failure to do so will require the ball to be checked at the top of the key.
    • 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 basket.
    • Out of bounds will include when a ball rolls up onto the deck of the pool near the basket. The ledge near the spa area as well as the ledge nearest the vortex will constitute out of bounds as well.
  • 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 shot 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 Recreation Pool men’s basketball will be provided for play.
  • Illegal and Required Equipment
    • Swimming suits are required, no gym or running shorts.
    • No eye glasses are permitted in the pool, though goggles are permitted.
    • 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 three (3) players on the court.
  • Roster Limit
    • Teams can have a maximum of 20 players on their roster.
  • Minimum Team Requirements
    • Games may be started with a minimum of two (2) 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.
  • 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.
      • If you are late starting your game, the game may be shortened because the clock will stop at the designated time limit.
  • 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.
  • Official Game
    • If a game has reached a point where one team has 8 (8) points or 15 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 amount and inclement weather stops play, the game will be considered cancelled.
      • 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 field goals are worth one (1) point.
    • 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 moving.
    • 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 at least 5 yards from the basket to establish itself on offense.
      • Even on an air ball, the defense must take the ball out 5 yards from the basket.
      • Failure to do so will require the ball to be checked at the top of the key.
    • 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: Player Conduct

  • Legal Movement
    • A player is allowed two steps with the basketball before he or she must pass or shoot.
      • Any further movement past two steps will result in traveling, and a turnover.
    • There is no dribbling required.
    • Players without the ball are free to move without restriction.
  • Dunking and/or Hanging on the Rim
    • Dunking and/or hanging on the rim is prohibited.
    • Any made dunk will be disallowed and possession will be given to the defense.
  • 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 in a negated shot attempt. Possession goes to the defense.
    • Defensive Violation – The basket will be scored and the defense receives the ball.
  • Water Conduct
    • Splashing is prohibited.
    • Dunking an opposing player underwater is prohibited.

Section 9: 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 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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Water Volleyball

Section 1: League Format

  • League Overview
    • The league will consist of a one (1) 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.
    • Tournament seedings will be drawn at random.
  • 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 vortex in the CREC Recreation Pool.
    • 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
    • When no officials are present, 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 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 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.
    • Any ball landing in the water of the vortex is considered in bounds.
  • The Court
    • The playing court will be the entirety of the vortex area.
    • Players must serve at any spot along the back wall.
    • The wall/ledge will serve as out of bounds all the way around the court.
  • 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.

Section 3: Equipment

  • Equipment Provided
    • Recreation Pool water volleyballs will be provided.
  • 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
    • 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.
  • 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 may not substitute to gain an advantage when serving. Serving should be equally distributed among team members.
    • Players arriving late must first sign in with the Intramural Supervisor before entering play.

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.
      • If you are late starting your game, the game may be shortened because the clock will stop at the designated time limit.
  • Time Outs
    • Teams will not receive any timeouts.
    • Injury time outs may be determined only by the Intramural Supervisor.
  • Overtime
    • The match score will be recorded as follows:
      • If the time limit is called in game 2, the winner of game 1 will receive the win with a score of 1-0
      • If the time limit is called in game 3, the first team to be ahead by two (2) points or the first team to reach 20 points wins that game and the 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.
    • The first team to score 15 points will win the game.
      • 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 water or any out of bounds area.
      • 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 in the water of the vortex area are considered in bounds.
  • 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 on the back wall.
    • Let serves are permitted.
  • Legal Serve and Return
    • The serving side:
      • May not hit the ball with both hands.
      • Must remain in contact with  the back wall during the serve
      • May hit the net on the serve.
    • The returning side may not block or spike a serve.

Section 8: Legal and Illegal Contacts/Conduct

  • Legal Contacts
    • The ball may be hit by any part of the body, 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 the team receiving the serve.
  • Water Conduct
    • Splashing is prohibited.

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.

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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Whiffleball

Section 1: League Format

  • Tournament Overview
    • The tournament format is a single elimination tournament.
  • Location
    • Games will be played in TREC.
    • Teams will have a designated field 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.
  • Supervision
    • Umpires will be assigned for all scheduled games. They will be responsible for the scorecard and an Intramural Supervisor will aid with the 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 whiffleballs and bats will be provided for play.
    • A regulation game will consist of five (5) innings.
    • Each team may field up to five (5) players.
    • Teams may have up to 5 batters.
    • 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 at 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
      • The dimensions of the field are 90 feet to the corners and 107 feet to dead centerfield
      • 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 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
    • Regulation whiffleballs and bats will be provided for play.
      • Teams may NOT use their own whiffleballs or bats during play.
    • Practice balls may be checked out from TREC Member Services.
  • 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 screw-in cleats 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, 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 five (5) players.
    • Teams must have five (5) batters
    • Teams must follow batting lineup restrictions (see Section 7.1).
  • Minimum Team Requirements
    • Teams must have a minimum of five (5) 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.
  • Substitutions
    • Teams may substitute an unlimited number of players.
      • Substitutes may not bat until after the player they substituted for is up again in the batting lineup.
    • Players arriving late must first sign in with the field’s Intramural Supervisor before entering play.

Section 5: Timing

  • Game Length
    • A regulation game will consist of five (5) innings.
    • After 50 minutes of playing time, play continues until the end of the next inning.
      • For clarification, the start of an inning consists of one (1) live pitch.
  • Time Outs
    • Teams will not receive any timeouts.
    • Injury time outs may be determined only by the Umpires and/or Intramural Supervisor.
  • Extra Innings
    • During league play, there are no extra innings and games will result in a tie.
    • During the playoffs, if a game is tied at the end of the fifth 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.
      • Batters receive same at-bat procedures as during the regular game.
      • There are still three (3) outs per half inning.
  • Official Game
    • If a game is at the start of the fourth inning and inclement weather stops play, the game will be over and its score will be considered official.
    • If a game has not yet reached the fourth inning 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
    • The Umpire shall acknowledge each official run scored.
    • Each team is responsible for tracking their score.
      • 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 15 runs after three (3) innings, 12 runs after four (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 Lineup Restrictions
    • Once a lineup is set, that order must be attained for the remainder of the game barring any substitutions or injuries.
      • Lineup cards will be created for teams’ use.
      • Any substitutions may first be communicated with the Umpire for approval.
  • Batter’s Count
    • Each at-bat will start with zero (0) strikes
      • Three strikes and the batter is out.
      • Balls do not exist in Whiffleball.
      • If the batter is hit by a pitch, the strike count shall reset to zero
    • A K zone will be located 3 feet behind home plate
      • Should a pitch hit the K zone, a strike shall be called.
      • Hitting the K zone will also be used to tag players out at home plate.
    • If the batter has not struck out or made a hit after 8 pitches, the batter will advance to first base.
  • 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: Baserunning 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 liability of being put out.
  • Pinch Runner
    • If a runner on base is up in the order, a pinch runner shall be used.
    • The pinch runner shall be the last person out from the batting team.

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 overhand motion
      • One (1) foot must maintain contact with the pitcher’s plate until the ball is legally released.
  • Illegal Pitch
    • 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”.
    • Should a pitch be deemed illegal, the Umpire shall call the pitch “illegal” and the following may occur:
      • The batter can take the pitch, without swinging, for no strike regardless of whether it hits the K zone or not.
      • 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.
  • Batter Hit by Pitch
    • If a batter in a legal batting position inside the batter’s box is hit by a pitch, the strike count resets.
    • A batter hit by a pitch is NOT awarded a base.

Section 10: Fielding

  • Field Positions
    • Players may switch positions from inning to inning or on any given play.
    • A catcher is not a necessary position.
      • The K zone will act as the catcher in any play at home plate.
        • Hitting the K zone with the ball has the same result as tagging a player out at home plate.
    • Force plays at 1st Base
      • Fielders may either throw the ball to 1st base to put a runner out or hit the K zone behind Home Plate prior to the runner achieving first base to put the runner out on force plays at 1st base only.
  • 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

  • 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 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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