Intramural Sports Rules

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 93

Intramural Sports Rules

Updated August 2022


Yellow Highlights are NEW

General
It is the responsibility of all participants to familiarize themselves with the rules of the sports
they participate in and the policies outlined in the Intramural Sports Handbook . Team
Captains are and will be held to a higher standard.

The following applies to all Intramural Sports programming. Intramural Sports Staff have the
final say on any rule/policy discrepancies.
Intramural Sports Handbook:
Policies and guidelines published in the Intramural Sports Handbook will be the governing
policies for all intramural sports programming. Participants are responsible for possessing a
thorough understanding of these regulations and their implications. The Intramural Handbook
should be referred to for Team Captain Responsibilities, Health and Safety, Participant
Eligibility, Rosters, Defaults and Forfeits, Protests, Playoff Eligibility, SPORTSMANSHIP,
Suspension, Reschedules, Refunds, etc.
5-Minute Rule:
All sports have their own specific requirements for the minimum number of players needed to
start a game. Some sports also have their own specific policies regarding the minimum number
of players needed to continue a game after it has started. Within the minimum number of
player requirements, some sports that are classified as “Co-Ed” also have minimum gender
requirements to start and/or continue a game.

Teams must have at least one eligible player checked in at or before their scheduled game time
to avoid automatic forfeit. If a team has at least one eligible player checked in at or before their
scheduled game time, but does not have the minimum number of players to start, the team has
5-minutes to meet the minimum required number of players to start the game. The 5-minute
grace period begins at the scheduled start time of the game. The minimum number of players
must be eligible and checked in within the 5-minute grace period to avoid forfeit.

Once a 5-minute rule grace period is in effect, the 5-minutes (or less, if the team waiting for
players gains the minimum needed under 5-minutes) shall be subtracted from the actual
allotted time of the game. Teams that have the minimum number of players needed to start at
the scheduled game time will be given an advantage by score or by players (see individual
sports rules for advantage details). For Co-Ed competitions, the player sitting out to fulfill the
“man-down” advantage can be of either gender. Gender ratios will be ignored during this
instance only.

It is possible for both competing teams to be given the 5-minute grace period at the same time
if they both are yet to gain the minimum number of players required to start but have at least
one player checked in on each team. In this case, equally awarded advantages (score or players)
will nullify each other.

If games are allowed to start before the 5-minute grace period expires, then the advantages will
be applied.

Any failure to meet the minimum number of players required to start a contest results in a
forfeit.
Photo ID Policy:
All participants must present a valid University of Minnesota or Government issued photo ID
card to Intramural Sports staff before participating in any Intramural Sports programming.
Ejections/Disqualifications:
Intramural Sports staff reserve the right to eject or disqualify any team(s) or player(s) at any
time.
Equipment:
See individual sport rules “Equipment” sections for sport specific equipment policies.
Jerseys-Teams must furnish their own jerseys for all programming unless provided by
Intramural Sports staff or otherwise communicated. Team jerseys should be of the same or
similar color. Jersey color will be selected during team registration. Jerseys worn for officiated
sports must be numbered and numbers must be easily visible. Teams may not have duplicate
numbers. Participants participating in the following sports are excused from jersey
requirements: Badminton, Cornhole, Pickleball, Spikeball, Tennis, and Top Golf.
Blood-If a participant is bleeding or has blood on their jersey/person they will be removed from
the game until the bleeding is under control. Prior to any participants re-entering a game the
bleeding must be stopped, cleaned, and any cuts or lacerations must be covered.
Jewelry- Jewelry or hard hair control devices will not be allowed. This includes but is not limited
to necklaces, earrings, newly pierced earrings, facial piercing, rings, bracelets that are not skin
tight, and watches. Individuals will not be allowed to tape over any jewelry item. If you cannot
remove the item you cannot play. The only type of permissible jewelry are medical alert
bracelets. These bracelets must be taped down to the participant’s wrist, with the medical
information showing.
Shoes- Footwear varies by sport. Appropriate footwear must be worn at all times. Shoes must
be non-marking. Absolutely no metal cleats when applicable.
Supports, Braces, Pads- No casts/splints will be allowed under any circumstances. No pads or
braces will be allowed above the waist unless otherwise communicated. Some sports may call
for appropriate padded equipment below the waist. Kneepads of a soft pliable nature will be
allowed below the waist. Players who wear a knee brace with exposed metal or metal hinges
are required to cover it. Any player wearing illegal or dangerous equipment shall not be
permitted to play. All equipment shall be subject to the approval of the Intramural Sports staff.
Headwear- Headwear varies from sport to sport. If participants would traditionally wear
headwear in a corresponding sport, the appropriate headwear may be allowed. Players may
wear a one-piece elastic headband made of a soft pliable material. Rubber or elastic cloth
bands may be used to control hair. Religious headwear is allowed. Baseball caps must be worn
backwards in sports where close contact is possible (exception: Softball). Weather permitting,
appropriate winter headwear is allowed. All headwear shall be subject to the approval of
Intramural Sports staff.

ALL SPORTS RULES CAN BE FOUND BELOW


Co-Ed rule adaptations can be found at the bottom of each rule set (if
applicable)

Badminton
Players and Rosters:
Badminton singles is played 1v1 and 1 player is required to start. The registration roster
minimum is 1 player. Badminton doubles is played 2v2 and 2 players are required to start the
game. The roster registration minimum for doubles is 2 players. During a game, if a doubles
team drops below 2 players the game may continue based on competitiveness and the
discretion of Intramural Sports staff. The roster maximum for singles is 1 player and 3 players
for doubles.
5-Minute Rule Advantage:
1 point per minute.
Game Format:
A match consists of the best of three games. Each game is played to 15-points, win by 2-points.
After the 1st and 2nd game, teams switch sides of the court. During the 3rd game (if applicable)
teams will switch sides once one team reaches 8 points.

Each match has a 30-minute time limit. If at the end of 30-minutes, teams are in the middle of a
game, the team in the lead for that game will win the game and the current score will stand as
it is.

A brief meeting between teams shall be held before every game.

Any fair method can be used to decide which team gets to pick to serve or receive first OR
which side of the court they would like to start on. After the winner of the fair method makes
their choice, the loser gets to decide between the remaining choices.

There are no team/player timeouts.


Equipment
Rackets and shuttles will be provided. The use of personal rackets is permitted.
Scoring:
Rally scoring will be used. Each rally will result in a point for the winner of each play unless a let
is called.
Substitutions:
In doubles, substitutions can be made any time during a match. Substitutions should be made
quickly and may not disrupt the flow of the game.
Service:
The server and receiver shall stand in diagonally opposite courts without touching the boundary
lines of the service courts. Some part of both feet of the server must remain in contact with the
surface of the court in a stationary manner until the serve is delivered.
The server's racket shall hit the base of the shuttle while the whole shuttle is below the server's
waist. There are no overhand serves in badminton.

The service is delivered once the shuttle is hit by the server's racket. If the server misses the
shuttle it does not count as a viable service attempt.
In singles, the server and returner shall begin in their right court if the server has an even
number of points in the game. They shall begin in their left court if the server has an odd
number of points in the game.

In doubles, the player who serves and receives at the start of the game shall serve from, or
receive, in the right service court when that player's side has an even score.

Additionally, in doubles, the players who do not serve or receive serve at the beginning of the
game shall serve or receive in the right court when that player’s team has an odd score.

Serves must pass from initial server to initial returner to initial server's partner to initial
returner's partner, and so on.
Service Errors:
The following service court errors result in a let unless the offending team lost the rally point. In
that case, the play stands.
● Server serves out of turn.
● Server is in the wrong service court.
● Receiver is in the wrong receiving court.
Faults:
The following acts result in faults. All faults result in a point for the opposing team. Additionally,
the team that does not commit the fault will be awarded the next serve.
● The service is incorrect.
● A player causes the shuttle to get caught in the net.
● A player causes the shuttle to land outside the court boundaries.
● A player causes the shuttle to pass through or under the net or the player fails to hit the
shuttle over the net.
● A player causes the shuttle to hit the net pole or wall.
● A player contacts the shuttle with anything other than their racket.
● A player contacts the shuttle on the opposing team's side of the net.
● A player touches the net or steps under the net into the opponent's court.
● A player deliberately distracts an opponent by shouting or making unnecessary gestures.
● A player catches or holds the shuttle on their racket.
● A player or team hits the shuttle twice in succession with two separate strokes.
Lets:
The following acts result in lets. When lets are called the play ends and the point is replayed.
● Any unforeseen or accidental occurrence.
● A shuttle, after passing over the net, is caught in the net. This is a let except during a
service.
● The server serves before the returner is ready.
● The shuttle hits the ceiling or rafters.
Sportsmanship:
Intramural Badminton is not officiated. Participants must call their own games fairly and with
integrity. If there is a dispute that can not be agreed upon, the point/play should be replayed.
Ultimately, Intramural Sports staff have the right to use their judgment to make decisions in all
situations regarding sportsmanship and disputes.

Based on Intramural Sports staff judgment, without an ejection, a maximum score of 6 can be
given for unsportsmanlike behavior.

A team with an ejected player can only score a maximum of 3 points.

3 v. 3 Basketball
Players and Rosters:
3v3 Basketball is played 3v3. At minimum, 2 players from each team must be present to start a
game. The roster registration requirement is 3 players. The roster maximum is 7.
5-Minute Rule Advantage:
1 point per minute.
Substitutions:
Subsitions can be made during dead balls and must be made in a timely manner.
Equipment:
A men’s sized basketball will be used for all contests.
Format:
Traditional 2-point baskets are worth 1-point. Traditional 3-point baskets are worth 2-points.
All games are played to 15-points, best two-out-of-three games wins the “match”. The time
limit for a best two-out-of-three game series is 45-minutes. At the end of 45-minutes the
current game will end and the team in the lead will receive the win for that game. If the game is
tied after 45-minutes, the team to score next wins. After a score, the defense will be awarded
the ball.

There are no team/player timeouts.


Starting the Game:
A captains meeting shall be held before every game.

Any fair method can be used to decide which team gets to pick whether to be on offense or
defense first.

To start the 2nd and 3rd game (if applicable), the team that lost the previous game will begin
with the ball. At the start of all games, the offense will start play from the top and outside of
the 3pt.-arc once a check has been administered.
Checking the Ball:
The ball must be checked to the defense after a score, foul, violation, out of bounds, jump ball,
and to start each game. All checks should be administered from the top and outside of the 3pt.-
arc. During a check, initially, the offense must be able to gain full possession of the ball fairly.
Once checked, the ball is live. The team in possession may shoot, dribble, or pass immediately
and the defense may attempt to steal the ball.

Clearing the Ball:


After each change of possession (includes an air ball or a steal), the ball must be cleared behind
any point of the 3pt.-arc. Baskets made without clearing the ball will result in 1-point for the
opposing team.
Held/Jump Balls:
All held/jump balls are awarded to the defensive team. The defensive team is defined as the
team that would need to clear the ball upon gaining possession. For example, if a team gets a
defensive rebound, and a held ball is called before they have had the chance to clear the ball,
that team is still considered the defense and will be awarded possession.
Fouls:
All fouls should be called by the offended player. A common foul that is called will be given to
the offended team to check the ball behind the 3pt.-arc. This will also be the case for a shooting
foul if the basket is missed. There are NO free throws in 3v 3 Basketball.

A shooting foul that is committed simultaneously with a made basket (“and-1”) will be ignored
and the basket will count. The defense/offending team will then take the ball to check.

Personal and team fouls are not tracked or totaled and have no limit. There is no bonus.

All fouls called by the offended team should be honored by the offending team.
Sportsmanship:
Intramural 3v3 Basketball is not officiated. Participants must call their own games fairly and
with integrity. If there is a dispute that can not be agreed upon, the point/play should be
replayed. Ultimately, Intramural Sports staff have the right to use their judgment to make
decisions in all situations regarding sportsmanship and disputes.

If a conflict cannot be resolved quickly, Intramural Sports staff reserves the right to forfeit the
game for either or both teams. Additionally, since fouls are not tracked, Intramural Sports staff
reserve the right to remove players from the game due to excessive fouls or
unnecessary/unsportsmanlike fouls and/or play.

Based on Intramural Sports staff judgment, without an ejection, a maximum score of 6 can be
given for unsportsmanlike behavior.

A team with an ejected player can only score a maximum of 3 points.


Co-Ed Adaptations:
Players and Rosters: Each team must play with no more than a +1 gender differential at any
given time. Never can a team have all players of the same gender on the court. At minimum, 2
players (1M and 1F) must be present for each team to start a game. The roster registration
requirement is 3 players (2M/1F or 2F/1M). The roster maximum is 7.
Scoring: There are no scoring modifications.
Guarding: Any player may establish a legal guarding position against any other player. Any
player is allowed to block and/or defend any player on any given play.
5 v. 5 Basketball
Players and Rosters:
Teams consist of 5 players per team on the court at one time. Teams must have at least 4
players to begin a game. If a team drops below 4 players after the game has started, the game
may continue if Intramural Sports staff deem the game competitive. The roster registration
requirement is 5 players. Roster maximum is 11.
5-Minute Rule Advantage:
2 points per minute.
Equipment:
A men’s sized basketball will be used for all contests.

Teams must furnish their own jerseys. Jerseys must be of the same/similar color. Jerseys must
be numbered and numbers must be easily visible.

Allowed numbers are as follows: 00 or 0, 1-5, 10-15, 20-25, 30-35, 40-45, 50-55.

Players that fail to comply with jersey requirements will need to wear a numbered pinnie
provided by Intramural Sports staff.
NFHS Rules:
Unless otherwise specified, National Federation of State High School Associations (NFHS)
rules/policies apply.
Starting the Game:
A captains meeting shall be held before every game.

A jump ball will start the game.

Alternating possession will be used to award possession (after called held/jump balls and to
begin the 2nd half) after the original jump ball that starts the game.
Timing:
A game consists of two 20-minute halves with a 3-minute halftime. The clock will not stop in the
first 19-minutes of the 1st half and the first 18-minutes of the 2nd half except for team
timeouts, injuries, and Intramural Sports staff timeouts.

In the last 1-minute of the 1st half and the last 2-minutes of the 2nd half, stoppage time will be
used. The clock will stop for all whistles and will restart on the officials’ cue/whistle per NFHS
basketball rules.
Timeouts:
Each team is allowed 1 60-second timeout per half. Timeouts do not carry over from the 1st
half to the 2nd half. However, they do carry over from the 2nd half to overtime, and each team
is awarded 1 additional timeout for the entire overtime.
Mercy Rule: The game will end if one team is ahead by 40-points at the 10-minute mark, or
25-points at the 5-minute mark in the 2nd half or anytime thereafter. If a team is ahead by at
least 15-points with 2-minutes remaining in the 2nd half there will be no stoppage time.
Overtime:
During regular season play there is no overtime, the game will end in a tie.

In the playoffs, if a game is tied at the end of regulation, there will be one 2-minute overtime
period. The clock will run continuously for the first minute and then will stop on each whistle
for the second minute.

If the score is still tied at the end of the overtime period, there will be as many 2-minute
overtimes as necessary to determine a winner. The clock will run continuously for the first
minute and then will stop on each whistle for the second minute for all overtime periods.

Each overtime period will begin with a jump ball. Overtime is considered an extension of the
second half. Teams will score towards the same basket that they scored towards in the second
half. Timeouts and team fouls from the 2nd half DO carry over into overtime. Personal fouls
carry throughout the entire game including overtime(s).
Scoring:
1-point is awarded for each made free throw.

2-points are awarded for each try made inside the 3pt.-arc. A player is considered to be inside
the 3pt.-arc if they leave the ground with any part of their body touching the floor inside of the
3pt.-arc. A player who is touching (or was touching and jumped) any part of the 3pt.-arc is also
considered to be inside of the 3pt.-arc.

3-points are awarded for each try made by a shooter that is entirely outside of the 3pt.-arc
when the shooter leaves the floor or the shot is released.
Substitutions:
Substitutions are only allowed during a dead ball. Substitutes should inform the table of the
substitution, but they must wait to be beckoned in by an on court official. The buzzer does not
allow subs to enter; it only informs the officials that a player wants to substitute. Substitutions
for free throw shooters may not be made except during stoppage time.
Dunking:
Dunking or hanging on the rims is NOT permitted at the University of Minnesota Recreation and
Wellness Center. Any player that dunks or grasps the rim or net, except in the case to avoid a
serious injury, will receive a technical foul. This includes before, during, or after the game. It is
legal for a player to elevate above the rim and score as long as they do not dunk or grasp the
rim.
Travel:
After establishing a pivot foot, a player holding the ball may not lift their pivot foot and return it
to the floor while still in possession of the ball without beginning their dribble.
A player may lift their pivot foot to pass or attempt a try, so long as they release the ball before
returning to the floor.
Illegal Dribble:
A player may not dribble a second time after ending their first dribble unless the player has lost
control due to an attempted try, a pass that has been touched by another player, or a fumble
caused by an opponent’s contact with the ball.
Carry:
A player may not let their palm of the hand pass under the ball or let the ball come to rest in
their palm while dribbling.
Kick Violation:
A player may not deliberately contact the ball with their leg or foot. Incidental contact of the
ball to a leg or foot is not a violation.
Closely Guarded:
An offensive player in the front court may not hold or dribble the ball for 5-seconds
consecutively when they are guarded by a defender fewer than 6-feet away. Closely guarded 5-
second counts reset with each loss of possession, a dribble, the end of a dribble, if the defender
is no longer within 6 feet of the player in possession, a try, or pass.
Three Seconds:
An offensive player may not remain in the lane for longer than 3-seconds while the ball is in the
front court. The count ends when a try is attempted. There are no defensive lane “count”
violations.
Five Seconds:
The offensive team must throw the ball into play within 5-seconds of having the ball at their
disposal.
Ten Seconds:
The offensive team must cross half court (from backcourt into frontcourt) within 10-seconds of
gaining possession of a live ball in the backcourt.
Backcourt Violation:
Once the ball is in the front court, the team in possession cannot cause the ball to go into the
backcourt and be the first team to touch the ball once in the backcourt. This rule does not apply
to throw-ins. There is no team possession during a shot attempt, therefore, rebounds can be
recovered in the backcourt.
Fouls:
Players will foul out on their 5th personal foul in one game. A technical/intentional foul also
counts as a personal foul and team foul. All personal fouls also count as team fouls. Team fouls
reset at the start of the 2nd half but do not reset for overtime. Personal fouls carry over for the
entire game including overtime.

Common Foul- A foul against either team during a loose ball or a foul against the defense when
the offense is not in the act of shooting. The ball is placed at the designated throw-in spot
nearest the point of the foul.
Shooting Foul- The player fouled is awarded shots equal to the point value of the try if the shot
is missed (2- or 3-points). If the shot is made, the player is awarded the points for the try and
one free throw shot.
Team Control Foul- (Offensive Fouls). A foul against the team in control of the ball, such as a
“charge” or an illegal screen. Shots are never taken on a team control foul including during
bonuses.
Bonus- Beginning on the 7th team foul in each half, any common foul results in 1-and1 free
throws for the offended player. If the first shot of a bonus is missed the ball is live. If the first
shot of a bonus is made another free throw is awarded.
Double Bonus- Beginning on the 10th team foul in each half, any common foul results in two
shots for the offended player. Regardless of the result of the first shot, a second free throw is
awarded.
Intentional Foul- The offended player is awarded 2 free throws and the offended team is
awarded the ball to be inbounded at the point of interruption. The lane is cleared during these
free throws.
Technical Foul- The offended player is awarded 2 free throws and the offended team is
awarded a throw-in at half court. All other players must remain behind half court during these
free throws.
Technical Fouls:
The following acts will result in a technical foul and are up to the discretion of officials and
Intramural Sports staff. Technical fouls assessed will affect a team’s sportsmanship rating for
the game. One player that receives 2 technical fouls in the same game will be ejected.
● Unsportsmanlike Conduct.
● Use of obscene gestures or language.
● Delay of game.
● Interference with play from a team’s bench or spectators.
● Verbal abuse from players, substitutes, or spectators.
● Dunking or grasping the rim (before, during, or after the game unless to avoid injury).
● Illegal Substitution*
● Illegal Equipment*
● Calling a timeout when all timeouts have been exhausted*
*Asterisk marked technical fouls may or may not affect sportsmanship score. This is based on
the discretion of Intramural Sports staff.*
Sportsmanship Score Discipline
One player that receives two technical fouls in the same game will be ejected.
● A team with ONE technical foul OR other unsportsmanlike behavior deemed penalizable
can earn a maximum score of 6.
● A team with ONE technical foul IN ADDITION to other unsportsmanlike behavior can
earn a maximum score of 5.
● A team with two or more technical fouls that are all issued to SEPARATE players can
earn a maximum score of 4.
● A team with ONE ejected player can earn a maximum score of 3.
● A team with ONE ejected player IN ADDITION to ONE other SEPARATE player issued ONE
technical foul can earn a maximum score of 2.
● Multiple ejections OR an ejection of ONE player IN ADDITION to TWO or more SEPARATE
players issued at least ONE technical foul each OR Intramural Sports staff, based on their
judgment, disqualify a team based on their actions/behavior can earn a maximum score
of 1.
Free Throws:
During free throw shots, the defense must occupy the bottom two marked lane spaces. Once
the shooter receives the ball, no player may enter or leave a marked lane space.

Any player not in a marked lane space (or not shooting) must be outside of the 3pt.-arc and
above the free throw line extended when the shooter receives the ball.

On the last free throw, players in marked lane spaces may enter the lane when the shot is
released. Players behind the 3pt.-arc may not advance until the ball strikes the rim. The shooter
may not enter the lane until the ball strikes the rim. A free throw try that does not strike the
rim is a violation.

On an offensive violation, the whistle will be blown and the shot will be disallowed. If another
shot remains, the shooter will be allowed to attempt the next shot. If not, the defense will be
awarded the ball at a throw-in spot on the baseline.

On a defensive violation, the official will allow the shot to continue. If the basket is made, the
violation will be ignored. If the basket is missed, the whistle will be blown, and the shooter will
attempt the shot again.
Co-Ed Adaptations:
Players and Rosters: Teams consist of 5 players on the court at one time. Each team must play
with no more than a +1 gender differential on the court at any given time. I.e. 3M/2F or 3F/2M.
Teams must have at least 4 players to begin a game. If a team drops below 4 players after the
game has started, the game may continue if Intramural Sports staff deem the game
competitive. The roster registration requirement is 5 players (3M/2F or 3F/2M). Roster
maximum is 11.
Scoring: There are no scoring modifications.
Guarding: Any player may establish a legal guarding position against any other player. Any
player is allowed to block and/or defend any player on any given play.

Wheelchair Basketball:
Playing Area:
The playing area used will be one half of the basketball court. All players will shoot towards the
same basket. The halcourt line will act as a boundary along with the normal baseline and
sidelines.
Players and Rosters:
Teams consist of 3 players per team on the court at one time. Teams must have at least 2
players to begin a game. If, due to injury, a team drops below 2 players after the game has
started, the game may continue if Intramural Sports Staff deem the game competitive. The
roster registration requirement is 3 players. Roster maximum is 7.
5-Minute Rule Advantage:
2 points per minute.
Equipment:
A men’s sized basketball will be used for all contests.

Wheelchairs designed for basketball will be provided.


Starting the Game:
A captains meeting shall be held before every game.

Any fair method can be used to decide which team gets to pick whether to be on offense or
defense first.
Timing:
A game consists of two 15-minute halves with a 3-minute halftime. The clock will not stop in the
first 14-minutes of either half, except for timeouts, injuries, and officials/staff timeouts.

In the last minute of each half, stoppage time will be used. The clock will stop for all whistles
and will restart on the officials’ cue per NFHS basketball rules.
Timeouts:
Each team is allowed one timeout per half. Timeouts do not carry over from the 1st half to the
2nd half. However, they do carry over from the 2nd half to overtime and each team is awarded
one additional timeout for the entire overtime.
Mercy Rule:
The game will end if one team is ahead by 30 or more points at the 10-minute mark in the 2nd
half or any time after. If a team is ahead by at least 20-points with 2-minutes or less remaining
in the 2nd half there will be no stoppage time.

Overtime:
During the regular season there is no overtime. The game will end in a tie.

In the playoffs, if a team is tied at the end of regulation, there will be one 2-minute overtime
period. The clock will run continuously for the first minute and then will stop on each whistle
for the last minute. If the score is still tied at the end of the overtime period, there will be as
many 2-minute overtime periods as necessary to determine a winner.
Before each overtime period, any fair method can be used to decide which team gets to pick
whether to be on offense or defense first.

Otherwise, overtime is considered an extension of the second half. Timeouts and


team/personal fouls will carry over.
Checking the Ball:
The ball must be checked to the defense after a score, foul, violation, out of bounds, jump ball,
and to start each game. All checks should be administered from the top and outside of the 3pt.-
arc. During a check, the offense should be able to gain full possession of the ball fairly. Once
checked, the ball is live. The team in possession may shoot, dribble, or pass immediately, and
the defense may attempt to steal the ball.
Clearing the Ball:
After each change of possession, the ball must be cleared behind any point of the 3-pt.-arc. This
includes an air ball or a steal. Baskets made without clearing the ball will result in 2-points. for
the opposing team.
Scoring:
2-points are awarded for each try made inside the 3-pt.-arc. A player is considered to be inside
the 3-pt.-arc if any part of their chair is touching the floor inside of the arc. A player who is
touching any part of the 3-pt.-arc line when the ball is released for a try is also considered to be
inside of the arc.

3-points are awarded for each try made in which a players chair is completely outside the 3pt.-
arc when the shot is released.
Substitution:
Substitutions are only allowed during a dead ball. Substitutes should inform the table of the
substitution, but they must wait to be beckoned in by an on court official.

The buzzer does not allow subs to enter; it only informs the officials that a player wants to sub.

Travel:
A player is allowed two pushes on the wheels between dribbles. A player who pushes three
times on the wheels before putting the ball to the ground has traveled.
Kick Violation:
A player may not deliberately contact that ball with their leg or foot. Incidental contact of the
ball to a leg or foot is not a violation.
5-Second Violation:
An offensive player may not remain in the lane for longer than 5-seconds. The count ends when
a try is attempted and/or change of possession. There is no “count” violation for defensive
players.
Closely Guarded:
An offensive player in the front court may not hold or dribble the ball for 5-seconds
consecutively when they are guarded by a defender fewer than 6-feet away. Closely guarded 5-
second counts reset with each loss of possession, a dribble, the end of a dribble, if the defender
is no longer within 6 feet of the player in possession, a try, or pass.
Fouls:
Traditional basketball fouls will be called. Refer to the fouls section in the 5v5 Basketball rules.
For the purpose of fouls, a player’s chair is an extension of the player.

Personal and team fouls are not tracked or totaled and have no limit. There is no bonus.

After common fouls, the offended team will be awarded possession of the ball at the top of the
3-pt.-arc.

For shooting fouls, the offended team is awarded the ball at the top of the 3pt.-arc, whether
they miss or make the try. If the try is good, the player is awarded those points too.

There are no free throws in wheelchair basketball.

Intentional Foul and Technical Foul- The offended team is awarded 2-point. and the ball at the
top of the 3pt.-arc to check.
Technical Fouls:
The following acts will result in a technical foul and are up to the discretion of officials and
Intramural Sports staff. Technical fouls assessed will affect a team’s sportsmanship rating for
the game. One player that receives 2 technical fouls in the same game will be ejected.
● Unsportsmanlike Conduct
● Use of obscene gestures or language
● Delay of game
● Interference with play from a team’s bench or spectators
● Verbal abuse from players, substitutes, or spectators
● Dunking or snapping the rim (before, during, or after the game)
● Illegal Substitution*
● Illegal Equipment*
● Calling a timeout when all timeouts have been exhausted*
*Asterisk marked Technical Fouls may or may not affect sportsmanship score. This is based on
the discretion of Intramural Sports staff.*
Sportsmanship Score Discipline:
One player that receives 2 technical fouls in the same game will be ejected.
● A team with one technical foul OR other unsportsmanlike behavior deemed penalizable
can earn a maximum score of 6.
● A team with one technical foul IN ADDITION to other unsportsmanlike behavior can earn
a maximum score of 5.
● A team with two or more technical fouls that are all issued to SEPARATE players can
earn a maximum score of 4.
● A team with ONE ejected player can earn a maximum score of 3.
● A team with ONE ejected player IN ADDITION to ONE other SEPARATE player issued ONE
technical foul can earn a maximum score of 2.
● Multiple ejections OR an ejection of ONE player IN ADDITION to TWO or more SEPARATE
players issued at least one technical foul each OR Intramural Sports staff, based on their
judgment, disqualify a team based on their actions/behavior can earn a maximum score
of 1.
Free Throws: There are no free throws in wheelchair basketball.

5 v. 5 Broomball
Timing:
A game consists of two 16-minute running halves with a 3-minute halftime. There are NO team
timeouts. The clock does not stop for any reason except for injury or an official/Intramural
Sports staff timeout.
Players and Rosters:
Broomball is played 5v5. Teams consist of 5 players (including goalie) per team on the ice at one
time. Teams must have at least 4 players to begin a game. If a team drops below 4 players after
the game has started, the game may continue if Intramural Sports staff deem the game
competitive. The roster registration requirement is 5 players. Roster maximum is 11.

A designated goalie must be on the ice at all times (except during overtime). See “The Crease”
for more goalie information.
5-Minute Rule Advantage:
The offending team must play 1-”man-down” for each minute of the 5-min. grace period that
was used. This does NOT count as a penalty.

For Co-Ed, when the 5-min. rule advantage is applied, the player sitting out to fulfill the “man-
down” can be of either gender. Gender ratios will be ignored during this instance only.
Equipment:
Broomballs and broom sticks will be provided.

Helmets are required to be worn at all times and will be provided. Players may wear their own
personal helmets.
Starting the Game:
A captains meeting shall be held before every game.
Mercy Rule:
The game will end if one team is ahead by 7 or more goals with 8-minutes left in the 2nd half or
any time after.
Overtime:
During regular season play there is no overtime. The game will end in a tie.

In the playoffs, if a game is tied at the end of regulation, there will be a 5-minute sudden death
overtime period. The game is reduced to 4v4 with no goalie. If the game is still tied after one
overtime period, another 5-minute sudden death period is played at 3v3 strength. After the 2nd
overtime, 3v3 5-minute sudden death overtime periods will continue until a winner is decided.
During all overtime periods, players may not be in the crease unless they are playing or are
headed to play the ball. Additionally, all penalties must be served and will leave the offending
team shorthanded.
Substitution:
Substitutions are allowed on the fly for position players. An on-ice player must be off the ice
before the substitute can enter. The goalie may be substituted for on all dead balls so long as
the official is notified and allows the substitution.
There are no substitutions for a player serving a penalty. The player serving the penalty must
first return to the ice before they go to the bench for a substitute.
Faceoffs:
First, the ball is placed on the ice at the faceoff spot. Then, one player from each team will
stand on each side opposite of each other. All other players must be on-side and at least 15-
feet from the ball. The faceoff players begin play on the referee’s whistle.

A faceoff will be used to put the ball in play in these situations:


● At the beginning of the game, half, or overtime period.
● If the ball goes out and the referee cannot determine which team forced the ball out of
play.
● If each team commits a penalty simultaneously.
● After a goal is scored.
Drawbacks:
First, the ball is placed on the ice at the drawback spot. The player taking the drawback will line
up behind the ball. All other players must be on-side. The drawback can be passed only
backwards or parallel. A drawback that is hit forward first will be whistled and the opposing
team will be awarded the drawback.

A drawback will be awarded to the opposing team in these situations:


● A goalie covers the ball in his/her own crease.
● A penalty or infraction occurs.
● A team causes the ball to leave play.
The Crease:
The goalie may leave the crease at any time, however, they may only cover the ball while in the
crease area, in this instance, the crease is defined as one stick length from the crease.

Only the goalie may be in the crease area unless the ball has preceded a position player into
that area. A player is considered to be in the crease if any part of their body or broom is in the
crease. If the goalie freezes the ball outside of the crease area, the goalie shall be issued a
minor penalty for delay of game.
Scoring:
A goal is awarded when the entire ball crosses the entire goal line (between the posts and
under the crossbar). The team with the most goals at the end of the game will be the winner.

Goals may be disallowed for the following reasons:


● The ball is contacted above shoulder level by the offense prior to crossing the goal line.
● The ball is kicked, thrown, or propelled in an illegal manner.
● The scoring team commits an infraction at the time the goal was scored.
● The goalie freezes the ball and is pushed across the goal line.
● The ball is whistled dead prior to the goal for any reason.
Broom Use:
Players should carry and use their broom in a safe manner. Players should not carry the broom
above their shoulders or play a ball with the broom above their waist. High sticking may be
called in either case.

Players may not intentionally throw their broom nor can they intentionally move an opponent’s
broom that has been dropped. Depending on the severity of the offense, a minor, major, or
ejection can be issued.

Players who drop their brooms must retrieve it immediately before continuing to play.
Otherwise, a minor for unsportsmanlike conduct may be issued.
Hands/Feet Use:
Players may use their hands and feet to stop or control the ball. However, they may not kick,
push, throw, or bat the ball to a teammate. Additionally, they cannot shoot the ball into the
goal intentionally with anything besides from their broom. This will result in a loss of
possession.
Contact:
There is no checking or contact in Intramural Broomball. Players should attempt to avoid
contact by any means necessary. Unintentional contact may be called a penalty if the player
initiating the contact is deemed out of control. This may be a major or minor penalty.
Delay of Game:
No players shall intentionally hold the ball against the boards, goal, or ice with their hands, feet,
broom, or body for the purpose of delaying the game. Delay of game is a minor penalty.
Additionally, it is a delay of game if the goalie covers the ball outside of the crease area.
Minor Penalties:
The offending player will serve a 2-minute penalty in the penalty box and their team will play
shorthanded. If a team with a player serving a penalty allows a goal, the offending player will be
released from the penalty box. If there are multiple penalties being served by the same team,
the minor penalty with the least amount of time remaining will expire should the offending
team allow a goal. The following are minor penalties.
● Holding
● Interference
● Tripping
● Slashing
● Checking
● Roughing
● Elbowing
● High Sticking
● Delay of game
● Too many players on the ice
● Illegal use of equipment
● Unsportsmanlike conduct/Misconduct

Any minor penalties can become major penalties if in the opinion of the referee the act was
intentional. If it was intentional and an attempt to injure, the official may call a major penalty
and eject the player from the game. Any player’s second unsportsmanlike conduct or
misconduct penalty (any combination of the two) is a mandatory major penalty and ejection.
Major Penalties:
The offending player will serve a 5-minute penalty in the penalty box. Major penalties will not
expire when a goal is scored. If blatant, the player may be ejected, and the offending team must
remain shorthanded for the duration of the penalty. An ejected player does not need to be sent
to the box. Any individual player who receives 3 penalties (major and/or minor combined) in
one game will be ejected from the game. Below are the major penalties:
● Fighting
● Spearing
● Butt ending
● Kicking
● Throwing the broom
● Check from behind
● Contact to the head

Sportsmanship Score Discipline:


A player that receives any combination of two unsportsmanlike or misconduct penalties equals
a major penalty and an ejection. Any individual player who receives 3 penalties (major and/or
minor combined) in one game will be ejected from the game.
● A team with one unsportsmanlike/misconduct penalty OR other unsportsmanlike
behavior deemed penalizable can earn a maximum score of 6.
● A team with one unsportsmanlike/misconduct penalty IN ADDITION to other
unsportsmanlike behavior can earn a maximum score of 5.
● A team with two or more unsportsmanlike/misconduct penalties that are all issued to
SEPARATE players can earn a maximum score of 4.
● A team with ONE ejected player can earn a maximum score of 3.
● A team with ONE ejected player IN ADDITION to ONE other SEPARATE player issued ONE
unsportsmanlike/misconduct penalty can earn a maximum score of 2.
● Multiple ejections OR an ejection of ONE player IN ADDITION to TWO or more SEPARATE
players issued at least one unsportsmanlike/misconduct penalty each OR Intramural
Sports staff, based on their judgment, disqualify a team based on their actions/behavior
can earn a maximum score of 1.
Co-Ed Adaptations:
Players and Rosters: Teams consist of 5 players (including goalie) on the ice at one time. Teams
of 5 must consist of 3 males & 2 females OR 3 females & 2 males. To start a game teams must
have a minimum of 4 players. Teams of 4 must consist of 2 males, 2 females. If, due to injury, a
team drops below 4 players after the game has started, the game may continue if Intramural
Sports staff deem the game competitive. The registration roster requirement is 5 players (3
males & 2 females OR 3 females & 2 males). Roster maximum is 11.
Scoring: There are no scoring modifications.

Cornhole
Players and Rosters:
Teams consist of 2 players. Teams must have 2 players to begin and continue a game. The
roster registration requirement is 2 players. Roster maximum is 3 players.
5-Minute Rule Advantage:
1 point per minute.
Equipment:
All equipment will be provided.
Game Format/Basic Information:
● Matches will consist of the Best of 3 games all played to 21-points (teams CAN exceed
21 points).
● Matches will be played at a maximum of 30-minutes. If 30-minutes expires during a
game, the game will end as the score stands.
● Cornhole boards are set 27 feet apart from front edge to front edge.
● First throw and side of board choice is determined by any fair method. To start the
second and third game (if applicable) the winning team of the previous game will be
able to decide whether to throw first or second.
● In doubles, partners stand on the opposite side from each other. This means that one
player from Team A will throw from the right side of the board on one end and the
partner will be throwing from the left side of the board on the other end.
Scoring:
● Bag on Board = 1-point.
● Bag through Hole = 3-points.
● Bags that hit the ground prior to landing on the board or going into the hole do not
count.
● Any bag hanging off the board and touching the ground does not count.
● Any bag hanging in the hole only counts as 1-point
● Cancellation scoring is used at the end of each round. After all 8 bags have been thrown;
the score is calculated based on the bags that remain on the board and have gone in the
hole (Example: If Team A has 4-points and Team B has 3-points, Team A will get 1-point).
Substitutions:
In doubles, substitutions can be made any time. Substitutions should be made quickly and may
not disrupt the flow of the game.
Sportsmanship:
Intramural Cornhole is not officiated. Participants must call their own games fairly and with
integrity. If there is a dispute that can not be agreed upon, the point/play should be replayed.
Ultimately, Intramural Sports staff have the right to use their judgment to make decisions in all
situations regarding sportsmanship and disputes. Based on Intramural Sports staff judgment,
without an ejection, a maximum score of 6 can be given for unsportsmanlike behavior.

A team with an ejected player can only score a maximum of 3 points.


Flag Football
Players and Rosters:
Flag Football is played 7v7 (or 8v8 for Co-Ed). Teams must have at least 5 players present to
begin a game (or 6 for Co-Ed). If, during a game, a team drops below 5 players (6 for Co-Ed) the
game may continue if Intramural Sports staff deem the game competitive. The roster
registration requirement is 7 players (8 for Co-Ed). Roster maximum is 15 (or 17 for Co-Ed).
5-Minute Rule Advantage:
1 point per minute (for a maximum possible total of 5 points).
Equipment:
Metal cleats are not permitted.

Bottoms with open pockets that cannot be sealed are not permitted.

For Open Rec/Competitive games, an NFL, NCAA, or NFHS official sized football must be used.
For Co-Ed games, a youth or junior sized football may be used. Balls will be provided. Teams
may provide their own ball. Balls may be switched out between offensive possessions if officials
are notified beforehand.

Flag belts will be provided.


Starting the Game:
A captains meeting shall be held before every game.

Any fair method may be used to act as a coin flip. The winner of the fair method gets to choose
one of the options: the endzone/direction they would like to score, to receive, to defend, or to
defer to the 2nd half. The loser of the fair method will get the choice of the remaining options.
Timing:
Each game consists of two 20-minute halves. Stoppage time will be used for the last minute of
the 1st half and the last 2-minutes of the 2nd half. The clock will run continuously during all
other times of the game and will only stop for team timeouts, injury, and official/Intramural
Sports staff timeouts.

During stoppage time, the clock will stop immediately following all incomplete passes, out of
bounds, changes of possession, scores, penalties, first downs, and timeouts. The clock will
restart on the snap of the ball following incomplete passes, out of bounds, changes of
possession, scores, and timeouts. The clock will restart on the official’s ready for play whistle on
first downs and penalties. If two instances conflict, the clock will start on the snap.

The play clock is 25-seconds from when the officials marks/whistles the ball ready for play.

Timeouts: Each team is awarded two 60-second timeouts per game.


Overtime:
There is no overtime in the regular season. If at the end of a playoff game, the score is tied, the
NFHS overtime is used. A fair method is used to pick who is on offense and defense first. Each
team will get one possession from the 10-yard line going into the endzone. Tries will be
attempted after touchdowns in overtime. One overtime period equals both teams having an
offensive possession. During overtimes, both teams will attempt to score in the same endzone.
If after both teams have had an offensive possession, the score is still tied, teams will switch the
order in which they took their 1st overtime period offensive possessions for the 2nd overtime
period and every period thereafter.

Any turnover/change of possession in overtime is a dead ball and can NOT be returned.

Timeouts: Timeouts from regulation do NOT carry into overtime. Each team is awarded one 60-
second timeout for each overtime period.
Mercy Rule:
The mercy rule is 28-points with 10-minutes or less in the 2nd half AND 19-points with 3-
minutes or less in the 2nd half.
Start of Drive, Downs, First Downs, Yardage
To start the game, the 2nd half, after touchdowns, safeties, and after touchbacks the ball is
placed at the 10-yard line.

Teams have 4 downs to cross the next line to gain. Each line to gain is placed 20-yards apart
from the last/next one. The lines to gain are the 20-yard line on both sides of the field and both
goal-lines.
Line of Scrimmage/Neutral Zone
There are two lines of scrimmage about 1-yard apart and marked with cones. No players are
allowed in the neutral zone prior to the snap. The neutral zone is defined as the space between
the two cones.
Ending the Play
The play shall be whistled dead when the defender causes the runner to be deflagged. If the
runner’s belt falls off without the defender causing it to, the player must be touched with one
hand to be deflagged.

If the runner touches the ground with any part of their body except the hand or the foot, the
runner is down and the play is over. For the purposes of this rule the ball is part of the hand.

Additionally, the play is over anytime the ball contacts the ground while not in player
possession.
Catch
To establish a catch, a player must have one foot that contacts the ground in bounds while in
possession of the ball. Any body part is considered one foot. If the body lands in the field of play
before touching out of bounds, it will be ruled a catch.
Scoring:
Touchdowns are worth 6-points for all games. There are no kicked extra points. After a
touchdown, the scoring team must elect which try they would like to attempt:
· 1-point = 3 yard line
· 2-points = 10 yard line
· 3-points = 20 yard line
An intercepted/fumbled try is dead and can NOT be returned for points.

A safety is scored when the team in possession of the ball is downed/deflagged in their own
endzone after retreating with the ball behind their goal-line. The defense is awarded 2-points
and possession of the ball at their own 10-yard line.
Kickoffs
There are NO kickoffs. See “Start of Drive, Downs, First Downs, Yardage” section.
Punts
All punts are to be kicked as a traditional punt OR thrown like a pass. NO fake punts. The
offensive team can elect to punt on any down. The offensive team must make the officials
aware that they are going to punt. The defensive team must also be aware that the offense is
going to punt. In a situation in which there is a break in play before a punt, the offense must
again notify the official that they are going to punt.

Offense and defensive players may not cross the line of scrimmage until the ball is released
from the punter’s hand or foot.

Once a punt hits the ground it is dead immediately at that spot.

If a punt touches a player on either team and then hits the ground it is dead and belongs to the
receiving team. If a punt hits a receiving player, and is then caught in the air by the receiving
team, it can be advanced. If a punt hits a receiving player, and is caught in the air by the kicking
team, a change of possession occurs. If the receiving team catches a punt and then fumbles,
and the kicking team catches the fumble in the air before it hits the ground it can be advanced
by the kicking team.
If a punted ball goes out of bounds, it shall belong to the receiving team at that spot. If the ball
goes into the end zone on the fly or flies through the endzone it is a touchback.
Contact:
Flag football is a non-contact sport. Any player who initiates non-incidental contact with an
opponent will be penalized, regardless of intent. Intentional contact may result in an ejection.
Unintentional conduct may also be penalizable.
Offensive Penalties:
All penalties may be accepted or declined by the offended team.
● Offsides: Offensive players must be on their own side of the line of scrimmage at the
time of the snap. Play is blown dead, 5-yard penalty, from previous spot, replay down.
● False Start: When an offensive player gets out of their set stance and starts the play
before the snap. Play is blown dead, 5-yard penalty, from previous spot, replay down.
● Delay of Game: The offense must snap the ball before the 25-second play clock expires.
Play is blown dead, 5-yard penalty, from previous spot, replay down.
● Illegal Blocking/Holding: Offensive blockers may not initiate contact with defensive
rushers with their body, hands, arms, shoulders, legs, or feet. Offensive blocking in flag
football is comparable to playing defense in basketball, thus a blocking foul is illegal
contact. Play continues until dead, 10-yard penalty, from previous spot, replay down.
● Intentional Grounding: An active passer that is judged to be in the pocket and is facing
an imminent loss of yardage due to defensive pressure may not throw a forward pass
that does not have a realistic chance of being caught. If an active passer is outside of the
pocket, intentional grounding may still be called if the forward pass does not reach the
line of scrimmage. Play is already dead, 10-yard penalty, from previous spot, loss of
down.
● Pass Interference: A receiver may not push off of or block a defensive player during a
passing play. Pass interference may be called on any pass play regardless if a pass has
been thrown or not. Play continues until dead, 10-yard penalty, from previous spot, loss
of down.
● Illegal Forward Pass: Illegal forward passes are made beyond the line of scrimmage or
after another forward pass has already been completed. Play continues until dead, 10-
yard penalty, from previous spot, loss of down.
● Flag Guarding: A ball carrier may not use any part of the body or ball to shield their flags
from the defensive players. Intent is not necessary for a penalty to be called. Play
continues until dead, 10-yard penalty, from spot of foul, replay down.
● Illegal Contact: Flag football is a non-contact sport. Players that initiate contact
(intentionally or unintentionally) will be penalized. Play continues until dead, 10-yard
penalty, from spot of foul, replay down.
● Illegal Flag Belts: The use of illegally secured flag belts is not permitted. Flag belts should
be able to be pulled off and accessible to defensive players. Play continues until dead,
10-yard penalty, from previous spot, loss of down. Illegal equipment may also be cause
for ejection.
● Illegal Shift: All offensive players must be set/stationary for one-second prior to the
snap. Failure to do so will result in a penalty. Play is dead immediately, 5-yard penalty,
from previous spot, replay down.
● Illegal Motion: After all offensive players become set/stationary for one-second prior to
the snap, ONE offensive player at a time may go in motion. Illegal motion will be called if
more than one player at one time is in motion. Illegal motion will also be called if a
player in motion is moving toward the line of scrimmage before or at the time of the
snap before coming set/stationary again. Play is dead immediately, 5-yard penalty, from
previous spot, replay down.
● Illegal Formation: The offensive team must have 3 players (4 during Co-Ed) on the line
of scrimmage at the time of the snap. Play is dead immediately, 5-yard penalty, from
previous spot, replay down. Furthermore, each offensive player must momentarily be
within 20-yards of the ball before the snap.
● Illegal Snap: The snap must be snapped off of the ground in one continuous motion. It
must be received by a player who is two yards behind the line of scrimmage. Failure to
do so will result in an illegal snap. Play is dead immediately, 5-yard penalty, from
previous spot, replay down.
● Illegal Touching (On Pass): An offensive player that was out of bounds, due to their own
movement, may NOT be the first player to touch/catch the ball after re-establishing
themselves in bounds. Play continues until dead, 5-yard penalty, from previous spot,
replay down. This does not apply to a receiver that was pushed or forced out by a
defender.
Defensive Penalties:
All penalties may be accepted or declined by the offended team.
● Offside/Encroachment: No defensive player may encroach, touch the ball, or contact an
offensive player or the offensive side of the line of scrimmage before the snap. Crossing
into the neutral zone is also encroachment. Play is dead immediately, 5-yard penalty,
from previous spot, replay down.
● Illegal Contact: Flag football is a non-contact sport. Players that initiate contact
(intentionally or unintentionally) will be penalized. Play continues until dead, 10-yard
penalty, from previous spot, replay down. Defensive rushers may not use their hands to
gain an advantage. They should use their feet to move around the blockers. This is
comparable to an offensive foul in basketball. Defensive rushers that play through an
offensive blocker may be called for illegal contact.
● Holding: Holding is called against a defender who impedes a runner's momentum by
holding the runner’s body or clothing (intentionally or unintentionally). Play continues
until dead, 10-yard penalty, from spot of foul, replay down.
● Stripping: Stripping and attempting to strip a ball carrier of the ball is a penalizable act.
Play continues until dead, 10-yard penalty, from spot of foul, replay down.
● Pass Interference: A defender may not, through contact, impede a receivers chance at a
reception during a passing play. Pass interference may be called on any pass play
regardless if a pass has been thrown or not. Play continues until dead, 10-yard penalty,
from previous spot, replay down. Pass interference may not be called if a pass is not
thrown or the officials judge the pass uncatchable.
● Roughing the Passer: Shall be called when a defensive player contacts the passer during
or immediately after a pass is thrown. Any contact with the head, neck, hand, or arm
calls for an automatic penalty. Additionally, any judged rough play on the part of the
defender may also result in a penalty. Play continues until dead, 10-yard penalty, from
previous spot, replay down.
Other Penalties
All penalties may be accepted or declined by the offended team.
● Illegal Equipment: The use of illegal equipment is not permitted. Players with illegal
equipment will be penalized. Play continues until dead, 10-yard penalty, from previous
spot, loss of down. Illegal equipment penalty may also be cause for ejection.
● Unsportsmanlike Conduct: Any unsportsmanlike conduct is subject to penalty and/or
ejection. Play continues until dead (or is already dead), 10-yard penalty, from previous
spot, replay down if against defense OR loss of down if against offense. Unsportsmanlike
conduct includes calling a timeout when all timeouts have been used. A player that
receives two unsportsmanlike conduct penalties will be ejected.
● Illegal Substitution: All substitutions must occur during a dead ball. Players must enter
the field directly from the team bench/sideline area. Play continues until dead, 5-yard
penalty, from previous spot, replay down.
Sportsmanship Score Discipline:
A player that receives two unsportsmanlike conduct penalties will be ejected.
● A team with one unsportsmanlike conduct penalty OR other unsportsmanlike behavior
deemed penalizable can earn a maximum score of 6.
● A team with one unsportsmanlike conduct penalty IN ADDITION to other
unsportsmanlike behavior can earn a maximum score of 5.
● A team with two or more unsportsmanlike conduct penalties that are all issued to
SEPARATE players can earn a maximum score of 4.
● A team with ONE ejected player can earn a maximum score of 3.
● A team with ONE ejected player IN ADDITION to ONE other SEPARATE player issued ONE
unsportsmanlike conduct penalty can earn a maximum score of 2.
● Multiple ejections OR an ejection of ONE player IN ADDITION to TWO or more SEPARATE
players issued at least one unsportsmanlike conduct penalty each OR Intramural Sports
staff, based on their judgment, disqualify a team based on their actions/behavior can
earn a maximum score of 1.
Co-Ed Adaptations
Players and Rosters: Flag Football is played 8v8 for Co-Ed. Teams must have at least 6 players
present to begin a game. If, during a game, a team drops below the minimum number of
players needed to start the game, the game may continue if Intramural Sports staff deem the
game competitive. The roster registration requirement is 8 players. Roster maximum is 18.
TEAMS MUST HAVE A MINIMUM OF 3 FEMALES and 3 MALES ON THE FIELD AT ALL TIMES.
Equipment: A youth or junior sized football will be used. Teams may provide their own ball and
balls may be switched out between offensive possessions if officials are notified beforehand.
Open & Closed Plays: Each series begins with an open play, which means any player may throw
the ball to any player legally.

After a male to male forward pass completion for positive yards, the next play is closed. On a
closed play, a female may legally run the ball, but the next play will remain closed.

A male participant may not cross the line of scrimmage with the ball until:
· A change of possession has occurred
· A legal forward pass has been thrown
(Illegal procedure: Play is dead immediately, 5-yard penalty from the previous spot, replay
the down)

To open up a closed play, one of the following must occur:


· Male passer throws a forward pass to a female receiver for positive yards.
· Female passer throws a forward pass to female receiver for positive yards.
· Female passer throws a forward pass to a male receiver for positive yards.

Extra Points/PATs: All Extra Points/PATs are OPEN Plays

Floor Hockey
Players and Rosters:
Floor hockey is played 5v5. Teams must have at least 4 players present to begin a game. If,
during a game, a team drops below the minimum number of players needed to start the game,
the game may continue if Intramural Sports staff deem the game competitive. The roster
registration requirement is 5 players. Roster maximum is 11.

Teams are NOT required to designate a player as the goalie. Fielding 5 position players is
acceptable and is up to each team’s own discretion. Teams may pull their goalie at any time.
5-Minute Rule Advantage:
The offending team must play 1-”man-down” for each minute of the 5-min. grace period that
was used. This does NOT count as a penalty.
Equipment:
All equipment will be provided.

Participants may bring their own sticks.

Goalies should wear full protective equipment as required.


Starting the Game:
A captains meeting shall be held before every game.
Timing:
Each game consists of three periods of 15-minutes each. There will be a 2-minute intermission
after the first period and second period.

The clock will run continuously for the 1st and 2nd periods. During the 1st and 2nd periods, the
clock will only stop for team timeouts, injuries, and official/Intramural Sports staff timeouts.

Starting with 2-minutes left in the 3rd period, stoppage time will be in effect if there is a goal
differential of 2 or less.

During stoppage time, the clock will stop for all whistles and will start once the ball is put back
into play, whether by faceoff or pass in.
Substitutions:
● Players may substitute on the fly at any time during the game (offense and/or defense).
● Any number of players can sub at one time.
A player coming off the playing surface must be 100% off before their replacement can come in.
Overtime:
There is no overtime in the regular season. Tied regular season games will conclude in a tie.

During playoffs, a 5-minute sudden death period will be played. If there is no winner after one
overtime period, a shootout will decide the winner. Each team will select 3 players to
participate in the shootout. The higher seed will decide to go first or second. If after 3 shooters,
a winner has not been determined, the shootout will continue with one shooter from each
team (different from the first 3 shooters) until a winner can be determined. After the 3 original
shootout rounds without a winner, the original 3 shooters can not shoot again until all other
checked in players have participated.
Mercy Rule:
At any time in the 3rd period, a 7-goal differential will end the game.
Contacting the Ball with a Stick:
The ball may not be played with any part of the stick that is above the waist. This includes the
wind-up of a stick on a back swing.
Hands/Feet Use:
Players may use their hands and feet to stop or control the ball. However, they may not kick,
push, throw, or bat the ball to a teammate. Additionally, they cannot shoot the ball into the
goal intentionally with anything aside from their stick. This will result in a loss of possession.
Restarting Play:
Faceoffs will be used to restart play in the following situations:
● To start a period.
● After a goal is scored.
● The ball is frozen between two players.
● The ball is frozen by the goalie.

A pass in will be used to restart play when one team caused a whistle. A pass in will consist of a
player from the non-offending team passing the ball into play from the nearest corner to the
stoppage. Opposing players must be 8-feet away when the ball is contacted.

A pass in will be used in the following situations:


● Injury.
● Penalty (attacking zone pass in for non-offending team).
● The ball goes out of play.
● Net is dislodged
● High sticking.
● Hand passes.
● Disallowed goals.
Player Conduct:
Checking is not allowed. Blatant disregard of this rule will result in a major penalty and possible
ejection. The judgment/decisions of the officials and Intramural Sports staff is final.
Minor Penalties:
The offending player will serve 2-minutes in the penalty box and their team will play
shorthanded. If a team with a player serving a penalty allows a goal, the offending player will be
released from the penalty box. If there are multiple penalties being served by the same team,
the minor penalty with the least amount of time remaining will expire should the offending
team allow a goal. The following are minor penalties:
Any individual player who receives 3 penalties (major and/or minor combined) in one game
will be ejected from the game.
● High Sticking.
● Interference.
● Boarding.
● Tripping.
● Holding.
● Elbowing.
● Kicking.
● Kneeing.
● Pushing.
● Slashing.
● Body Checking.
● Hooking.
● Misconduct.
● Unsportsmanlike Conduct.
● Too many players.
● Playing with a broken stick.

Any minor penalties can become major penalties if in the opinion of the referee the act was
intentional. If it was intentional and an attempt to injure, the official will call a major penalty
and eject the player from the game. Any player’s second unsportsmanlike conduct or
misconduct penalty (any combination of the two) is a mandatory major penalty and ejection.
Major Penalties:
The offending player will serve five minutes. Major penalties will not expire when a goal is
scored. If blatant, the player may be ejected, and the offending team must remain shorthanded
for the duration of the penalty. An ejected player does not need to be sent to the box. Below
are the major penalties:
Any individual player who receives 3 penalties (major and/or minor combined) in one game
will be ejected from the game.
● Fighting (includes ejection).
● Spearing.
● Butt ending.
● Cross-Checking.
● Contact to the head.
Sportsmanship Score Discipline:
A player that receives any combination of two unsportsmanlike or misconduct penalties equals
a major penalty and an ejection. Any individual player who receives 3 penalties (major and/or
minor combined) in one game will be ejected from the game.
● A team with one unsportsmanlike/misconduct penalty OR other unsportsmanlike
behavior deemed penalizable can earn a maximum score of 6.
● A team with one unsportsmanlike/misconduct penalty IN ADDITION to other
unsportsmanlike behavior can earn a maximum score of 5.
● A team with two or more unsportsmanlike/misconduct penalties that are all issued to
SEPARATE players can earn a maximum score of 4.
● A team with ONE ejected player can earn a maximum score of 3.
● A team with ONE ejected player IN ADDITION to ONE other SEPARATE player issued ONE
unsportsmanlike/misconduct penalty can earn a maximum score of 2.
● Multiple ejections OR an ejection of ONE player IN ADDITION to TWO or more SEPARATE
players issued at least one unsportsmanlike/misconduct penalty each OR Intramural
Sports staff, based on their judgment, disqualify a team based on their actions/behavior
can earn a maximum score of 1.

Ice Hockey
Players and Rosters:
Ice hockey is played 6v6 (goalie position is included in the 6 players). Teams must have at least
5 players present to begin a game. If, during a game, a team drops below the minimum number
of players needed to start the game, the game may continue if Intramural Sports staff deem the
game competitive. The roster registration requirement is 6 players. Roster maximum is 23.

Fielding 6 position players without a goalie is acceptable and is up to each team’s own
discretion. Teams may pull their goalie at any time.
5-Minute Rule Advantage:
The offending team must play 1-”man-down” for each minute of the 5-min. grace period that
was used. This does NOT count as a penalty.
For Co-Ed, when the 5-min. rule advantage is applied, the player sitting out to fulfill the “man-
down” can be of either gender. Gender ratios will be ignored during this instance only.
Equipment:
Participants should furnish their own sticks, skates, and other personal equipment.

Helmets are required to be worn at all times. Helmets may be provided. Participants are
encouraged to furnish their own helmets.

Goalies should wear full protective equipment as required.


Starting the Game:
A captains meeting shall be held before every game.

During the 1st and 3rd periods, teams will score on the goal opposite of their bench. During the
second period and overtime, teams will switch sides and score on the goal on the same side of
their bench.
Timing:
Each game consists of three periods of 17-minutes each. There will be two 2-minute
intermissions after the 1st and 2nd period.

The clock will run continuously for the first two periods. During the first two periods, the clock
will only stop for team timeouts, injuries, and official/Intramural Sports staff timeouts. At the 2-
minute mark in the third period, stoppage time will go into effect if there is a goal differential of
2 or less.

During stoppage time, the clock will stop for all whistles and will start once the puck is dropped
for the ensuing faceoff.

Each team is allotted one timeout per game. The duration of the timeout shall be 1-minute in
length.
Overtime:
There is no overtime in the regular season. Tied games in the regular season will end in a tie.

During playoffs, a 5-minute sudden death period will be played 5v5 (goalie position is included
in the 5 players). If there is no winner after one overtime period, a shootout will decide the
winner. Each team will select 3 players to participate in the shootout. The higher seed will
decide to go first or second. If after 3 shooters, a winner has not been determined, the
shootout will continue with one shooter from each team (different from the first 3 shooters)
until a winner can be determined. After the 3 original shootout rounds without a winner, the
original 3 shooters can not shoot again until all other checked in players have participated.
Mercy Rule:
At any time in the 3rd period, a 7 goal differential will end the game.
Restarting Play:
Faceoffs will be used to start all games,periods, and plays.
Substitutions:
● Players may substitute on the fly at any time during the game (offense and/or defense).
● Any number of players can sub at one time.
-A player coming off the playing surface must be 100% off before their
replacement can come in.
Offsides:
Offsides will be enforced as described by the NFHS rulebook.

A team is offside when any member of the attacking team precedes the puck over the
defending team's blueline. The position of the player's skate — and not that of his stick — is the
determining factor. If both skates are over the blueline before the puck, the player is offside.
Player Conduct:
Checking is not allowed. Blatant disregard of this rule will result in a major penalty and possible
ejection. The judgment/decisions of the officials and Intramural Sports staff is final.

Minor Penalties:
The offending player will serve a 2-minute penalty in the penalty box and their team will play
shorthanded. If a team with a player serving a penalty allows a goal, the offending player will be
released from the penalty box. If there are multiple penalties being served by the same team,
the minor penalty with the least amount of time remaining will expire should the offending
team allow a goal. The following are minor penalties:
Any individual player who receives 3 penalties (major and/or minor combined) in one game
will be ejected from the game.
● High Sticking
● Interference
● Boarding
● Tripping
● Holding
● Elbowing
● Kicking
● Kneeing
● Pushing
● Slashing
● Body Checking
● Hooking
● Misconduct
● Unsportsmanlike Conduct
● Too many players
● Playing with a broken stick

Any minor penalties can become major penalties if in the opinion of the referee the act was
intentional. If it was intentional and an attempt to injure, the official will call a major penalty
and eject the player from the game. Any player’s second unsportsmanlike conduct or
misconduct penalty (any combination of the two) is a mandatory major penalty and ejection.
Major Penalties:
The offending player will serve a 5-minute penalty in the penalty box. Major penalties will not
expire when a goal is scored. If blatant, the player may be ejected, and the offending team must
remain shorthanded for the duration of the penalty. An ejected player does not need to be sent
to the box. Below are the major penalties:
Any individual player who receives 3 penalties (major and/or minor combined) in one game
will be ejected from the game.
● Fighting (includes ejection)
● Spearing
● Butt ending
● Cross-Checking
● Contact to the head
Sportsmanship Score Discipline:
A player that receives any combination of two unsportsmanlike or misconduct penalties equals
a major penalty and an ejection. Any individual player who receives 3 penalties (major and/or
minor combined) in one game will be ejected from the game.
● A team with one unsportsmanlike/misconduct penalty OR other unsportsmanlike
behavior deemed penalizable can earn a maximum score of 6.
● A team with one unsportsmanlike/misconduct penalty IN ADDITION to other
unsportsmanlike behavior can earn a maximum score of 5.
● A team with two or more unsportsmanlike/misconduct penalties that are all issued to
SEPARATE players can earn a maximum score of 4.
● A team with ONE ejected player can earn a maximum score of 3.
● A team with ONE ejected player IN ADDITION to ONE other SEPARATE player issued ONE
unsportsmanlike/misconduct penalty can earn a maximum score of 2.
● Multiple ejections OR an ejection of ONE player IN ADDITION to TWO or more SEPARATE
players issued at least one unsportsmanlike/misconduct penalty each OR Intramural
Sports staff, based on their judgment, disqualify a team based on their actions/behavior
can earn a maximum score of 1.
Playoff Eligibility:
Due to facility restrictions, we usually cannot take all eligible teams to the playoffs. We will
schedule the most teams that we can into the ice hockey playoffs, but there is no guarantee as
to the number of teams that will be accepted to playoffs.
Co-Ed Adaptations:
Players and Rosters: Same rules above apply. In addition, Co-Ed is played 6v6 (goalie position
included in the 6 players). Teams must not have more than a +1 ratio of males to females OR
females to males on the ice at one time.
Scoring: There are no scoring modifications.

Pickleball
Players and Rosters:
Teams consist of 2 players in doubles and 1 player in singles. Singles teams must have one
player to begin and continue a game. Doubles teams must have two players to begin and
continue a game. The roster registration requirement for doubles teams is 2 players. The roster
registration requirement for singles teams is 1 player. Roster maximum for singles teams is 1
player. Roster maximum for doubles teams is 3 players.
5-Minute Rule Advantage:
1 point per minute.
Equipment
All equipment will be provided.

Participants may use their own legal equipment.


Starting a Match/Game
A captains meeting shall be held before every match.
Any fair method can be used to decide which team gets to pick to serve or receive first OR
which side of the court they would like to start on. After the winner of the fair method makes
their choice, the loser gets to decide between the remaining choices.

After the 1st game of the match, the winner of the previous game will serve first for the 2nd,
3rd, or tiebreaker when applicable.
Game Format/Timing:
A match consists of a best of three games series. Each game is played to 11-points. After each
game, teams will switch sides.

Each match has a 30 minute time limit. At the end of 30 minutes, the team in the lead for that
game will win the game and the score will stand.

During the regular season, ties will stand. During the playoffs, if the score is tied at the end of
time, a tiebreaker will be played.

Player substitutions during a doubles match may only occur between games.
Substitutions:
In doubles, substitutions can be made any time during a match. Substitutions should be made
quickly and may not disrupt the flow of the game.
Tiebreaker:
The first team to win 5-points in the tiebreaker will win the match.
Scoring:
Points may only be scored by the serving team.
Service: Serving must be done underhand and contact with the ball must be below the waist.
The server must be standing with both feet behind the baseline of the court. The server must
call out the score before beginning their serving motion.

The ball must be struck without the server bouncing the ball on the ground. Serves may be
made with a forehand or a backhand motion. Each player is only allowed one serve attempt
unless the ball hits the net and lands on the serving side of the court, then the serve will be
replayed.

At the start of a doubles game, only one player on the first serving team is allowed a service
turn before the service moves to the opponents. Thereafter, both members of the team will
have a service turn before the ball is turned over to the opposing team.
When the serving team scores a point the server moves to the other side of the court. The
receiving team never switches sides. The serving team’s score will always be even when the
player serves on the right side and odd when serving on the left side.

If the serve clears the net or hits the net and then touches the receiver or the receiver’s partner
without bouncing first, it is a point for the serving team.
Service Faults:
The following are service faults. Two consecutive service faults result in the loss of serve and
the receiving team is awarded one point:
● Serve lands outside of the correct service court.
● Server steps on or over the baseline before delivering the serve.
● Server uses an illegal service motion.
● Server swings and misses the ball on the serve.

It is not a fault if the server tosses the ball and then decides to catch it.
Playing the Ball:
The receiving team must let the serve bounce and then the serving team must let the return of
the serve bounce before playing it. After those first two bounces, the ball can be played off the
bounce or directly out of the air.
Losing a Point:
The following results in a point for the opponent:
● Server commits two consecutive serving faults.
● Player steps on or over the no volley line when hitting the ball.
● Player does not return the ball before it bounces twice.
● Player’s return hits the ground or an object outside of the court before going over the
net.
● Receiver returns the serve before letting it bounce.
● Player carries or catches the ball on his/her paddle.
● Player touches the net with his or her body, paddle, or clothing while the ball is in play.
● Player’s paddle touches the ball while they are not holding the paddle.
● Player’s return hits the ceiling or any fixture above the playing area.
Sportsmanship:
Intramural Pickleball is not officiated. Participants must call their own games fairly and with
integrity. If there is a dispute that can not be agreed upon, the point/play should be replayed.
Ultimately, Intramural Sports staff have the right to use their judgment to make decisions in all
situations regarding sportsmanship and disputes.
Based on Intramural Sports staff judgment, without an ejection, a maximum score of 6 can be
given for unsportsmanlike behavior.

A team with an ejected player can only score a maximum of 3 points.

Soccer- Outdoor/Dome & Fieldhouse


Players and Rosters:
Dome/Outdoor: Games are played 7v7 (goalie is included in the 7 players). Teams must have at
least 5 players to begin a game. If a team drops below 5 players during a game, the game may
continue if Intramural Sports staff deem the game competitive. The roster registration
requirement is 7 players. Roster maximum is 15.
Fieldhouse: Games are played 6v6 (goalie is included in the 6 players). Teams must have 4
players to begin a game. If a team drops below 4 players during a game, the game may continue
if Intramural Sports staff deem the game competitive. The roster registration requirement is 6
players. Roster maximum is 13.
5-Minute Rule Advantage:
The offending team must play 1-”man-down” for each minute of the 5-min. grace period that
was used. This does NOT count as a penalty.

For Co-Ed, when the 5-min. rule advantage is applied, the player sitting out to fulfill the “man-
down” can be of either gender. Gender ratios will be ignored during this instance only.
Equipment:
Shin guards are not required but are permitted.

Soccer cleats are allowed.

Goalie gloves are not required but are permitted.

Goalies must wear a distinctly different color jersey than their own team and the opposing
team.
Starting a Game:
A captains meeting shall be held before every game.

Any fair method can be used to decide which team will kick off (start with the ball) first. The
winner of the fair method gets to pick whether to kickoff or defend first OR which side of the
field they will defend first. After the winner of the fair method makes their choice, the loser
gets to decide between the remaining choices.

Timing:
Games consist of two 20-minute halves with a 3-minute halftime. The clock will run
continuously for the entire duration of both halves. Play will only be stopped for
official/Intramural Sports Staff timeouts and injuries in some cases (up to staff discretion).
Overtime:
There is no overtime in the regular season. Tied games during the regular season will end in a
tie.

During playoffs, a 5-minute golden goal (first goal wins) overtime period will be played.

Teams will switch sides again before starting the overtime period.

If there is no winner after one overtime period, the outcome will be decided by a penalty kick
shootout from the mark in accordance with the procedures below:
● A fair method will be used to determine which team will shoot first.
● All kicks will be shot towards one goal, the same goal for both teams.
● Only players on the field at the end of the overtime period will be eligible to
participate in the shootout.
Note: If one team has more players on the field than the other at the end
of the overtime period, that team shall reduce their number of players to
match their opponent (In co-rec, the team must reduce the same gender
as the opponent’s missing player).
● Teams will alternate taking shots. All shootout eligible players will take one shot
before any player can shoot again.
Note: In Co-Ed games, each team shall alternate the gender of their
kickers as well.
● The team that scores the most out of the FIVE rounds shall be declared the
winner.
● If the score remains tied after five rounds, teams will continue alternating
shooters in the same order until one team has scored and the other has not.
Note: The sixth and seventh eligible players (if applicable) must shoot
before the order begins over with the first shooters.
Mercy Rule:
If there is a 7-goal differential at any point in the 2nd half, the game will end.

If there is a 5-goal differential with 5-minutes or less remaining in the 2nd half, the game will
end.
Restarting Play:
The game and each subsequent period will begin with a kickoff. Kickoffs will also be used after a
goal is scored to restart play.

Teams will switch sides of the field to begin the 2nd half.

During kickoffs, each player must begin in their defending half of the field. Defenders may not
be in the center circle. Kickoffs are indirect free kicks and can be played in any direction.

Throw-ins (kick-ins for Fieldhouse) will be used to restart play when the ball exits the
boundaries through either sideline. The team that did not cause the ball to exit the field of play
will be awarded the throw-in (kick-ins for Fieldhouse) at the spot the ball went out.

Throw-ins must be made with two hands straight over the head and both feet must remain on
the ground through the throw. Throw-ins are indirect (kick-ins for Fieldhouse), so a goal cannot
be scored by a throw-in.
Goalkeepers are NOT allowed to handle throw-ins from a teammate with their hands.
Goal kicks and corner kicks are used to start play when the ball exits the boundaries on either
goal line. A goal kick will be used when the ball is caused out of play by the attacking team, and
a corner kick will be used when the ball is caused out of play by the defending team.

A goal kick is a direct free kick taken by the defending team that must be taken from inside the
6-yard area. The kick must exit the penalty area before it may be touched by a field player.

A corner kick is a direct free kick taken by the attacking team that must be taken from no more
than 1-yard from the corner flag.
Substitutions:
Teams may only initiate substitutions on their own throw-in or corner kick. Once a team in
possession of the ball on a throw-in or corner kick initiates a substitution, the defending team
will also be given the opportunity to substitute.

Players must leave and enter the field near the midline in order to ensure no advantage is
gained. Players must wait to come on the field until the outgoing player is entirely off of the
field. Having too many players on the field may result in a yellow card. This is the same if an
incorrect substitution leaves too many of one gender on the field during a co-rec game.

On a goal kick, either team may request to substitute their goalkeeper. In all other cases,
substitution of goalkeepers must be made during a dead ball.

Should a substitution infraction occur, the oncoming player will be given a yellow card. In this
case, the restart will be an indirect free kick from the last spot the ball was played. If applicable,
advantage will be applied.
Boundaries:
Not until the entire ball crosses the entire boundary line is it to be considered out of play.

In the Dome and Fieldhouse, the ball is out of play if it hits the ceiling. Play is restarted with an
indirect free kick at the spot straight above where the ball struck the ceiling.

Penalty areas will be outlined on the playing surface.


Offsides:
There are NO offsides violations under any circumstances.
Scoring:
The entire ball must cross the entire goal line between the posts and under the crossbar for a
goal to be scored.
Each goal is worth 1-point.
Goalkeeper Play:
Teams must field a goalie at all times.

Goalkeepers may slide and play the ball with their hands in the penalty area only. Outside of
this area, they are subject to the same restrictions as field players.

Once a goalkeeper has picked up they have six seconds to release the ball. Goalies may throw it
or set it down and kick it only (at all game sites). If the ball is set down, the goalkeeper may not
pick it back up with their hands.

Goalkeepers may not play the ball with their hands if the ball was passed back to them by a
teammate. This includes throw-ins.

The above infractions will result in an indirect free kick for the offended team.

Fouls:
A player who commits any of the following offenses will be penalized by the award of a direct
free kick for the offended team:
● Kicking or attempting to kick an opponent.
● Tripping an opponent.
● Charging an opponent.
● Striking or attempting to strike an opponent.
● Spitting at an opponent.
● Holding an opponent.
● Pushing an opponent.
● Handling the ball.
● Attempting or completing a bicycle kick (Yellow card will be awarded)- successful bicycle
kicks do not count.
● Diving or intentionally falling to embellish contact or a foul.
Free Kicks:
A direct free kick is one in which the ball can be scored as soon as it is kicked. A direct free kick
is awarded for a foul or deliberate handball.
An indirect free kick is one in which the ball cannot be scored until it touches a second player.
The second player can be of either team. An indirect free kick is awarded for a goalkeeper
violation, dangerous play, or obstruction of an opponent.

During the taking of a free kick, all opponents must be at least 7-yards from the ball. If an
opponent intentionally infringes on that distance, they will be issued a yellow card.

Additionally, the free kick must be taken while the ball is stationary, and the original kicker may
not touch the ball again until it touches another player.
Penalty Kicks:
Penalty kicks should be taken if a scoring opportunity was nullified by a foul. Penalty kicks will
be taken from the penalty mark.

The offended team must declare a kicker. The kicker must wait for the official’s whistle before
they take their attempt. The kicker must kick the ball forward in one fluid motion.

Penalty kicks are live if the PK is missed and the ball stays in play. If a goal is not scored, the
defending team restarts play with a goal kick.

Sliding:
Sliding is PROHIBITED in intramural soccer. (Exception: The goalie may slide inside the penalty
area to play a ball but may not cause contact).

Sliding that causes contact or is determined to be dangerous by the officials will result in a red
card and a direct free kick for an opponent.

Sliding in the vicinity of an opponent without causing contact will result in a yellow card and a
direct free kick for an opponent.

Sliding while not in the vicinity of an opponent will result in a direct free kick for the opponent.

The ONLY slides that are acceptable are slide attempts to save a ball from crossing a boundary
(does not include goal line in between the goal posts). In this instance, NO other players may be
in the vicinity of the sliding player.
Cards:
If a player is issued a yellow card, that player has been formally warned for their conduct. The
offending player must leave the field immediately. That player may return at the next stoppage
of play with the permission of the officials.

If a player who already received a yellow card receives a second yellow card, their conduct is
equivalent to receiving a red card.

A player that receives a red card (or two yellow cards) will be ejected from the game. The team
of the offending player will play shorthanded for the remainder of the game.

If at any point during the game a single team is issued 2 red cards OR 1 red card and 2 yellow
cards OR 3 yellow cards the game will be forfeited by the offending team.
Sportsmanship Score Discipline:
● A team with one red card OR other unsportsmanlike behavior deemed penalizable can
earn a maximum score of 6.
● A team with one red card or equal IN ADDITION to other unsportsmanlike behavior can
earn a maximum score of 5.
● A team with a total of 2 red cards OR 1 red card and 2 yellow cards OR 3 yellow cards
will forfeit and can earn a maximum score of 1.
Co-Rec Adaptations:
Players and Rosters:
● Dome/Outdoor: Games are played 7v7 (goalie is included in the 7 players). Teams must
have 3 males and 3 females on the field when fielding a whole team. The goalie can be
of any gender. Teams must have at least 5 players to begin a game (at minimum 2 males
and 2 females with a goalie of either gender). If a team drops below 5 players after the
game has started, the game may continue if Intramural Sports staff deem the game
competitive (there cannot be more than a +1 gender ratio differential at any point, not
including the goalie). The roster registration requirement is 7 players. Roster maximum
is 15.
● Fieldhouse: Games are played 6v6 (goalie is included in the 6 players). When fielding a
whole team, teams must have, at minimum, 2 females, 2 males, 1 more of either
gender, a goalie of either gender. Teams must have at least 4 players to begin a game (2
males and 2 females). If a team drops below 4 players after the game has started, the
game may continue if Intramural Sports Staff deem the game competitive (there cannot
be more than a +1 gender ratio differential at any point not including the goalie). The
roster registration requirement is 6 players. Roster maximum is 13.
● Overtime: There are Co-Ed adaptations for penalty kick shootouts. See the notes in the
“Overtime” section above.
Soccer - Indoor (Gym)
Players and Rosters:
Games are played 6v6 (goalie is included in the 6 players). Teams must have 4 players to begin a
game. If a team drops below 4 players after the game has started, the game may continue if
Intramural Sports staff deem the game competitive. The roster registration requirement is 6
players. Roster maximum is 13.
5-Minute Rule Advantage:
The offending team must play 1-”man-down” for each minute of the 5-min. grace period that
was used. This does NOT count as a penalty.

For Co-Ed, when the 5-min. rule advantage is applied, the player sitting out to fulfill the “man-
down” can be of either gender. Gender ratios will be ignored during this instance only.
Equipment:
Shin guards are not required but are permitted.

Goalie gloves are not required but are permitted.


Goalies must wear a distinctly different color jersey than their own team and the opposing
team.
Starting a Game:
A captains meeting shall be held before every game.

Any fair method can be used to decide which team will kick off (start with the ball) first. The
winner of the fair method gets to pick whether to kickoff or defend first OR which side of the
field they will defend first. After the winner of the fair method makes their choice, the loser
gets to decide between the remaining choices.
Timing:
Games consist of two 20-minute halves with a 3-minute halftime. The clock will run
continuously for the entire duration of both halves. Play will only be stopped for
official/Intramural Sports staff timeouts and injuries in some cases (up to staff discretion).
Overtime:
There is no overtime in the regular season. Tied games during the regular season will end in a
tie.

During playoffs, a 5-minute golden goal (first goal wins) overtime period will be played.

Teams will switch sides again before starting the overtime period.

If there is no winner after one overtime period, the outcome will be decided by a penalty kick
shootout from the mark in accordance with the procedures below:
● A fair method will be used to determine which team will shoot first.
● All kicks will be shot towards one goal, the same goal for both teams.
● Only players on the field at the end of the overtime period will be eligible to
participate in the shootout.
Note: If one team has more players on the field than the other at the end
of the overtime period, that team shall reduce their number of players to
match their opponent (In co-rec, the team must reduce the same gender
as the opponent’s missing player).
● Teams will alternate taking shots. All shootout eligible players will take one shot
before any player can shoot again.
Note: In Co-Ed games, each team shall alternate the gender of their
kickers as well.
● The team that scores the most out of the FIVE rounds shall be declared the
winner.
● If the score remains tied after five rounds, teams will continue alternating
shooters in the same order until one team has scored and the other has not.
Note: The sixth and seventh eligible players (if applicable) must shoot
before the order begins over with the first shooters.
Mercy Rule:
If there is a 7-goal differential at any point in the 2nd half, the game will end.

If there is a 5-goal differential with 5-minutes or less remaining in the 2nd half, the game will
end.
Restarting Play:
The game and each subsequent period will begin with a kickoff. Kickoffs will also be used after a
goal is scored to restart play.

Teams will switch sides of the field to begin the 2nd half.

During kickoffs, each player must begin in their defending half of the field. Defending players
may not be in the center circle. Kickoffs are indirect free kicks and can be played in any
direction.

Sideline out of bounds plays will be restarted with a kick-in from the nearest point to where the
ball went out along the sideline wall. Goalkeepers are NOT allowed to handle throw-ins from a
teammate with their hands.

Goal kicks and corner kicks are used to start play when the ball exits the boundaries on either
goal line. A goal kick will be used when the ball is caused out of play by the attacking team, and
a corner kick will be used when the ball is caused out of play by the defending team.
A corner kick is an indirect free kick taken by the attacking team that must be taken from no
more than 1-yard from the corner flag.
Substitutions:
Substitutions of field players may be made on the fly with some stipulations.

Players must enter and exit the bench through the door. Jumping the wall will result in a yellow
card.

Players must leave and enter the field near the midline in order to ensure no advantage is
gained. Players must wait to come on the field until the outgoing player is entirely off of the
field. Having too many players on the field may result in a yellow card. This is the same if an
incorrect substitution leaves too many of one gender on the field during a co-rec game.
Teams may also initiate substitutions on their own kick-in or corner kick. Once a team in
possession of the ball on a kick-in or corner kick initiates a substitution, the defending team will
also be given the opportunity to substitute.

On a goal kick, either team may request to substitute their goalkeeper. In all other cases,
substitution of goalkeepers must be made during a dead ball.

Should a substitution infraction occur, the oncoming player will be given a yellow card. In this
case, the restart will be an indirect free kick from the last spot the ball was played. If applicable,
advantage will be applied.
Boundaries:
The ball is out of play when the ball hits the ceiling, the wall above the brick, or when the ball
enters the bench area. The ball is playable off any part of the brick wall.

Penalty areas will be outlined on the playing surface.


Offsides:
There are NO offsides violations under any circumstances.
Goal Kick:
A goal kick is awarded to the defending team when the ball contacts the wall above the brick on
the goal line, having last been touched by a member of the attacking team, and a goal is not
awarded.

Goal kicks are considered to be a Direct Free Kick, and may be taken from anywhere in the 6-
yard goal area. However, goal kicks may not pass the opposite red line in the air without
being touched by another player.
Corner Kick:
A corner kick is awarded to the attacking team when the ball contacts the wall above the brick
on the goal line, having last been played by a member of the defending team, and a goal is not
awarded.

Corner kicks are considered to be direct free kicks, taken from the nearest corner.

Defensive players must create at least 1-yard of space between them and the ball.
Kick-ins:
A kick-in (similar to the traditional throw-in) is awarded to the opponents of the player who last
touched the ball when the ball contacts the ceiling, the side wall above the brick, or when the
ball leaves play in the bench area.
An Indirect Free Kick will be used from the point the ball went out of play instead of a throw-in.

Opposing players must allow 3-yards of open space between themselves and the ball prior to
the kick.

Goalkeepers are NOT allowed to handle kick-ins from a teammate with their hands.
Scoring:
A goal is scored when the entire ball has passed entirely over the goal line between the goal
posts and under the crossbar.
Goalkeeper Play:
Teams must field a goalie at all times.

Goalkeepers may slide and play the ball with their hands in the penalty area only. Outside of
this area, they are subject to the same restrictions as field players.

Once a goalkeeper has picked up they have six seconds to release the ball. They may throw,
roll, or set the ball down and kick it. If the ball is set down, the goalkeeper may not pick it back
up with their hands.

Goalkeepers may not punt the ball at any time. Keepers may place the ball on the ground and
then kick it to a teammate or may toss/roll it to a teammate.
Goalkeepers may not play the ball with their hands if the ball was passed back to them by a
teammate. This includes throw-ins.

The above infractions will result in an indirect free kick for the offending team.
Fouls:
A player who commits any of the following offenses will be penalized by the award of a direct
free kick for the opposing team:
● Kicking or attempting to kick an opponent.
● Tripping an opponent.
● Charging an opponent.
● Striking or attempting to strike an opponent.
● Spitting at an opponent.
● Holding an opponent.
● Pushing an opponent.
● Handling the ball.
● Attempting or completing a bicycle kick (Yellow card will be awarded).
● Diving or intentionally falling to embellish contact or a foul.

Pushing players or going shoulder to shoulder with a player who then hits the wall is strictly
prohibited.
● If you go shoulder to shoulder with a player and they hit the wall because of the
shoulder to shoulder play, it will be an automatic yellow card.
● If you push a player into the wall, it is an automatic red card.
Free Kicks:
A direct free kick is one in which the ball can be scored as soon as it is kicked. A direct free kick
is awarded for a foul or deliberate handball.

An indirect free kick is one in which the ball cannot be scored until it touches a second player.
The second player can be of either team. An indirect free kick is awarded for a goalkeeper
violation, dangerous play, or obstruction of an opponent.

During the taking of a free kick, all opponents must be at least 7-yards from the ball. If an
opponent intentionally infringes on that distance, they will be issued a yellow card.

Additionally, the free kick must be taken while the ball is stationary, and the original kicker may
not touch the ball again until it touches another player.
Penalty Kicks:
Penalty kicks should be taken if a scoring opportunity was nullified by a foul. Penalty kicks will
be taken from the penalty mark.

The offended team must declare a kicker. The kicker must wait for the official’s whistle before
they take their attempt. The kicker must kick the ball forward in one fluid motion.

Penalty kicks are dead and stop play after the attempt (make or miss). If a goal is not scored,
the defending team restarts play with a goal kick.
Sliding:
Sliding is PROHIBITED in intramural soccer. (Exception: The goalie may slide inside the penalty
area to play a ball but may not cause contact).

Sliding that causes contact or is determined to be dangerous by the officials will result in a red
card and a direct free kick for an opponent.

Sliding in the vicinity of an opponent without causing contact will result in a yellow card and a
direct free kick for an opponent.
Sliding while not in the vicinity of an opponent will result in a direct free kick for the opponent.
Cards:
If a player is issued a yellow card, that player has been formally warned for their conduct. The
offending player must leave the field immediately. That player may return at the next stoppage
of play with the permission of the officials.

If a player who already received a yellow card receives a second yellow card, their conduct is
equivalent to receiving a red card.

A player that receives a red card (or two yellow cards) will be ejected from the game. The team
of the offending player will play shorthanded for the remainder of the game.

If at any point during the game a single team is issued 2 red cards OR 1 red card and 2 yellow
cards OR 3 yellow cards the game will be forfeited by the offending team.
Sportsmanship Score Discipline:
● A team with one red card OR other unsportsmanlike behavior deemed penalizable can
earn a maximum score of 6.
● A team with one red card or equal IN ADDITION to other unsportsmanlike behavior can
earn a maximum score of 5.
● A team with 2 red cards OR 1 red card and 2 yellow cards OR 3 yellow cards will forfeit
and can earn a maximum score of 1.
Co-Rec Adaptations:
Players and Rosters:
Games are played 6v6 (goalie is included in the 6 players). When fielding a whole team, teams
must have, at minimum, 2 females, 2 males, 1 more of either gender, a goalie of either gender.
Teams must have at least 4 players to begin a game (2 males and 2 females). If a team drops
below 4 players after the game has started, the game may continue if Intramural Sports staff
deem the game competitive (there cannot be more than a +1 gender ratio differential at any
point not including the goalie). The roster registration requirement is 6 players. Roster
maximum is 13.
Overtime:
There are Co-Ed adaptations for penalty kick shootouts. See the notes in the “Overtime”
section above.
Softball- Outdoor
Players and Rosters:
Games are played with a maximum of 10 players in the field. Batting orders must include all
eligible players checked into a game. Teams must have a minimum of 8 players to begin a
game. If a team drops below 8 players after the game has started, the game may continue if
Intramural Sports staff deem the game competitive. The roster registration requirement is 10
players. Roster maximum is 21.

Fielding a catcher and a pitcher is required at all times.


5-Minute Rule Advantage:
1 run per minute.
Equipment:
Players are highly encouraged to supply their own glove. Gloves may be available on-site, but
supply may be limited.

Normal athletic shoes are recommended. Plastic or rubber cleats are permitted.
NO metal cleats.

Batting helmets are not required for batters or base runners. However, helmets are permitted.
Helmets may be available upon request.

Teams are highly encouraged to supply team bats. All bats must be USA softball or ASA
certified and stamped. There will be bats available on-site, but supply may be limited.
Face shields are not required for pitchers or fielding players but are permitted. Face shields may
be available upon request.
Sliding gear/padding is permitted if it follows general equipment guidelines.
Starting a Game:
A captains meeting shall be held before every game.

Any fair method can be used to decide which team will be assigned the home team and the
away team.
Timing:
A seven-inning game is scheduled; however no new inning will begin after 50-minutes of play. If
the 50-minute scheduled time expires during an inning, the entire inning will be finished if
necessary.
Mercy Rule:
A Game will end if:
● Either Team is ahead by 10 runs after 5 Innings
● Either Team is ahead by 15 runs after 4 Innings
● Either Team is ahead by 20 runs after 3 Innings

Complete Innings will be played unless the home team has or scores the differential during
their time at bat.
Extra Innings:
During the regular season there are no extra innings. Games that end in a tie will stand as a tie.

In the playoffs, extra innings will be played. Complete Innings will be played unless the home
team has the lead during their time at bat.
Playing Area:
Due to variations in the fields and field conditions there are rules specific to different fields. All
questions regarding the field of play may be directed to Intramural Sports Staff.
Substitutions:
Players cannot be added or subtracted to the batting order. Absent players will be assessed an
automatic out in the batting order.

A player may be removed from the batting order if an injury forces that player from the game.

Substitutions for field players may be made at any time during a dead ball with the recognition
of an umpire.
Pitching:
The pitcher must come to a complete stop with the ball in front of their body for at least one
second before beginning their pitching motion.

The pitcher does not need to step as they throw the pitch. However, if they do step, it may be
in any direction so long as the release is simultaneous with contact of the rubber and that
contact with the rubber is maintained until the ball is released.

The pitcher shall not attempt a pitch before the batter has taken a position in the batter’s box
or is off balance from the previous pitch.

The pitcher may not continue to wind up after releasing the ball nor may they stop or reverse
their arm motion.
The Pitch:
The pitch must be released on the first forward swing past the pitcher’s hip and it may not be
behind the back or between the legs.

The pitch must have a height of between 6-and-12 feet from the ground. An illegal pitch will be
called immediately by the umpire, which results in a ball. If the batter swings, the illegal pitch is
ignored and the result of the play stands.

The strike zone varies from player to player. Called balls and strikes will be based on the
judgment of the umpire.
Batting:
Batters begin with a 1 ball and 1 strike count. After reaching 2 strikes, one courtesy hit foul ball
will be allowed. A second hit foul ball after reaching 2 strikes will result in the batter being
called out.

Batters must make an attempt to avoid getting hit by a pitch if foreseeable. Pitches that hit a
batter will be considered balls (no hit by pitch walks).

Bunting, slapping, and chopping is not allowed. The batter shall be called out if in the opinion of
the umpire the batter did not take a full swing.

The batter must remain in the batter’s box to hit the ball. Should a batter’s foot step entirely
out of the box or on the plate at the time of contact, the ball is dead and the batter is out. In
the event, there is no marked box, the box will be defined as 3 feet in front of, to the side of,
and behind home plate.
If a catcher obstructs the batter by contacting the bat or the batter during the batter’s swing,
the batter is awarded first base.
Base Running:
Base runners must touch the bases in the following legal order: first base, second base, third
base, and home plate. The fielding team may appeal a missed base to the umpire on all plays
except for an out of the park homerun.

There is no stealing or leading off. Players must wait until a ball is contacted by the batter to
begin their advancement.

Out of Play:
The ball is considered out of play when it crosses the out of play line. Those lines are different
for each field; players should discuss the out of play lines with the umpires if there are
questions.

When a thrown ball goes out of play, all runners are awarded the base they were heading to
plus an additional base.

When a batted ball goes out of play, the umpire will determine where the runners will be
placed. This determination will be based on where the umpire believes that runners would have
reached had the ball been played cleanly.
Sliding:
Runners may NOT slide head first. If a runner slides head first they will be called out.

Sliding feet first is permitted.


Interference:
Any act by an offensive player or team member which impedes a defensive player attempting
to execute a play on the ball is considered interference. This will result in the assessment of any
outs that may have resulted as judged by the umpire.

If before a fielder has the opportunity to field a fair batted ball, the runner contacts the ball, it is
interference. The ball is dead and the runner is out. However, if the ball contacts the runner
after contacting or near contacting a fielder, the play is live and the runner is not out.
Obstruction:
If while the ball is in play, a fielder without the ball obstructs a runner’s base path, obstruction
may be called. The umpires will let the play end, and then award the runner the base s/he
would have achieved were it not for the penalty.

If the runner crashes into a fielder with possession of the ball, the runner is out. If the act is
judged as intentional, then the runner will be ejected.
Infield Fly:
With fewer than two outs and a force play at third the infield fly rule is in effect. That is, if a fly
ball is hit, that in the umpire’s judgment, can be caught by an infielder with ordinary effort, the
batter is called out and play continues. The umpire should make this call while the ball is in the
air.

The play is live and runners may advance at their own risk. If the ball is caught, runners still
need to tag up.
Player Conduct:
The following situations may result in a warning or an ejection based on the severity of the
infraction:
● Verbal abuse or taunting of other players or an umpire.
● Arguing balls and strikes.
● A Fake Tag or trying to deceive the umpire.
● Thrown bat or other equipment.
● Intentionally delaying the game.
● Physical contact with other players or the umpire.
● Violation of the alcohol policy.
Sportsmanship Score Discipline:
A team with an ejected player can only score a maximum of 3 points.

Based on Intramural Sports staff judgment, without an ejection, a maximum score of 6 can be
given for unsportsmanlike behavior.
Co-Ed Adaptations
Players and Rosters: Games are played with a maximum of 10 players in the field. Batting
orders must include all eligible players checked into a game. Teams must have a minimum of 8
players to begin a game (must be 4 males and 4 females). If a team drops below 8 players after
the game has started, the game may continue if Intramural Sports staff deem the game
competitive (there may NOT be more than 5 players of one gender in this case). The roster
registration requirement is 10 players. Roster maximum is 21.

Fielding a catcher and a pitcher is required at all times.


Batting Order: Batting order must alternate gender.
If there is not an even number of males and females, teams will use two separate batting
orders: a male order and a female order. Then, teams will alternate between the two orders so
that the order is always alternating males and females.
Intentional Walk: If a male batter is walked with three consecutive balls, the female batter
following him may choose to either walk or hit.

Spikeball
Players and Rosters:
Spikeball is played 2v2. Teams must have two players to begin a game and maintain 2 players
through the entire duration of the game. The roster registration requirement is 2 players.
Roster maximum is 3 players.
5-Minute Rule Advantage:
1 point per minute.
Starting a Match/Game:
Any fair method can be used to decide which team gets to pick to serve or receive first. The
winner of the fair method gets to choose whether to serve or receive first.

To start the 2nd and 3rd game (if applicable), the team that served second the previous game
will serve first.
Timing:
Matches are played best of three games using rally scoring. The first two sets are played to 21-
points. Teams must win by 2-points; however the set is capped at 25-points.

The 3rd set is only played if necessary. It is played to 15-points with teams needing to win by 2-
points. The 3rd set is also capped at 25-points.
General Rules:
At maximum, each team is allowed three contacts/touches with the ball before it is played off
of the net. A touch/contact is made with any part of a player’s body.

In the following situations, the ball will become dead, and a point will be awarded to the non-
offending team:
● The ball hits the ground off of the attacking team.
● The ball comes in contact with the rim of the net.
● The ball is contacted more than 3 times by the attacking team.
● The ball is caught or “carried” by the attacking team. A “carry” is when an attacking
player lifts the ball as opposed to having single contact with the ball.
● The service of a ball misses the net or comes in contact with the rim.
● A player commits a service fault twice in a row. A service fault is when a player attempts
to service the ball and it is out of reach over the opponent's head or hits a pocket in the
net (the area between the net and the rim, causing the ball to move in a different
direction).
● A player contacts the ball twice in succession.
● A player lifts, carries, throws, palms, or makes prolonged contact with the ball.
● A player commits a net fault. A net fault is any contact with the net or rim by the
player’s body.
● The ball bounces more than once on the net at any point.
Substitutions:
Substitutions can be made at any time but must be made quickly and not disrupt the flow of the
game.
Blocking on First Touch:
Because there are no marked service circles, balls blocked (contact with any part of the body)
directly off of the net before the ball makes a downward trajectory ARE considered one of the
three legal touches. In the case of a block, the player that made contact with the ball may NOT
touch/contact the ball a second time.
Service & Rotations:
The serve must be initiated approximately 6-feet from the rim of the nearest point of the net.
The player opposite the player serving must be the first person to contact the ball on the
opposing team.

The serving order must remain constant. Each player must be in the serving order. Serving out
of order will result in loss of serve and a point for the offended team.

If the serving team wins the point, the two players on the serving team must swap positions
and the same player who previously served, serves again. Defensive players shall not swap
positions in between losing points.
Net Faults:
At any time, no player may directly contact the net.
Interference:
Defenders MUST make an attempt to get out of the way of offensive players. If an offensive
player has a reasonable play on the ball and the defender does not attempt to move, the
offense will be awarded a point. If the defender has no time to get out of the way and the
offense has a reasonable play on the ball the point shall be replayed.
Sportsmanship:
Intramural Spikeball is not officiated. Participants must call their own games fairly and with
integrity. If there is a dispute that can not be agreed upon, the point/play should be replayed.
Ultimately, Intramural Sports Staff have the right to use their judgment to make decisions in all
situations regarding sportsmanship and disputes.
Sportsmanship Score Discipline:
Based on Intramural Sports staff judgment, without an ejection, a maximum score of 6 can be
given for unsportsmanlike behavior.

A team with an ejected player can only score a maximum of 3 points.


Tennis
Players and Rosters:
Tennis singles is played 1v1 and 1 player is required to start a game and continue a game. The
roster registration requirement for singles is 1 player. Tennis doubles is played 2v2 and 2
players are required to start a game and continue a game. The roster registration requirement
for doubles is 2 players. The roster maximum for singles is 1 player and 3 players for doubles.
5-Minute Rule Advantage:
1 point per minute.
Equipment:
Participants must supply their own tennis rackets.

Tennis balls will be available on-site.


Starting a Game:
Captains should meet briefly before every game to discuss game rules and format.

Any fair method can be used to decide which team will serve first or defend first OR which side
they would like to play on first. The loser of the fair method will get to choose the remaining
options.
Game Format:
A match consists of 45 minutes – 5 minutes of warmups followed by 40-minutes of play. If
agreed upon, opponents can take longer to warm up, but the total time will still be 45-minutes.
Once time is called, players will finish the current game at a hard stop, and the score will stand.

Teams will switch sides of the court at the end of each odd numbered game.

During the regular season, ties will stand and a win by one game will count. During the playoffs,
if the score is tied at the end of time, a tiebreaker will be played.
Substitutions:
Substitutions can take place at any time but must be made quickly and not disrupt the flow of
the game.
Tiebreaker:
The first player to win 7-points in the tiebreaker will win the match. Players will switch servers
after every odd numbered point, and players will switch sides after 7-points have been played.
Scoring:
Each rally will result in a point for the one team unless a let is called.

The first player/team to win 4-points in one game will win that game.

If the game is tied at 3-points each (deuce), one rally will be played to determine a winner of
that game. The returner will choose from which side the serve will initiate.
Service:
The same server will serve all points in one game.

To initiate the serve, the server must toss the ball and strike it with the racket. The serve must
be initiated from behind the baseline and between the center line and sideline.

Even points will be served from the right side and odd points will be served from the left side
(Exception: For deuce points, the receiver chooses the side of the serve).

The serve must first hit the ground in the opposite service box (Example: If serving from the
right side, the serve should land in the returner’s right side service box)

The server is allowed one fault per point. On the second fault, the receiver is awarded the
point.
Service Fault:
The following are service faults:
● Serve lands outside of the correct service box.
● Server steps on or over the baseline before delivering the serve.
● Server swings and misses the ball on the serve.

It is not a fault if the server tosses the ball and then decides to catch it.
Losing a Point:
The following results in a point for the opponent:
● Server commits two consecutive serving faults.
● Player does not return the ball before it bounces twice.
● Player’s return hits the ground or an object outside of the court before going over the
net.
● Receiver returns the serve before letting it bounce.
● Player carries or catches the ball on his/her racket.
● Player touches the net with his or her body, racket, or clothing while the ball is in play.
● Player’s racket touches the ball while s/he is not holding the racket.
● Player touches the ball twice before the ball goes over the net.
● Player’s return hits the ceiling or any fixture above the playing area.
Sportsmanship:
Intramural Pickleball is not officiated. Participants must call their own games fairly and with
integrity. If there is a dispute that can not be agreed upon, the point/play should be replayed.
Ultimately, Intramural Sports staff have the right to use their judgment to make decisions in all
situations regarding sportsmanship and disputes.
Sportsmanship Score Discipline:
Based on Intramural Sports staff judgment, without an ejection, a maximum score of 6 can be
given for unsportsmanlike behavior.

A team with an ejected player can only score a maximum of 3 points.


Ultimate Frisbee
Players and Rosters:
Ultimate is played 7v7. The maximum number of players allowed on the field for each team is 7.
At minimum, 5 players are required to start and/or continue a game. The roster registration
requirement is 7 players. The roster maximum is 15 players.
5-Minute Rule Advantage:
The offending team must play 1-”man-down” for each minute of the 5-min. grace period that
was used. This does NOT count as a penalty.
Equipment:
Discs will be provided on-site. Teams may supply their own disc but it must be approved by
Intramural Sports staff and agreed upon by the other team.
Starting a Game:
Captains should meet briefly before every game to discuss game rules and format.

Any fair method can be used to decide which team gets to decide to throw first or second OR
the initial direction they would like to go. The loser of the fair method will get to choose the
remaining options.
Timing:
The game consists of two 20-minute halves. The clock does not stop, and there are no timeouts.
Play will only be stopped for official/Intramural Sports Staff timeouts and injuries in some cases
(up to staff discretion).When the whistle is blown to signal the end of a period, the period is
over. Teams are not permitted to finish the point.
General Rules:
The throwing team to begin the first half will be the receiving team to begin the second half.
Additionally, teams will begin the second half going opposite directions of the way they began
the game.
Players may not run or walk while in possession of the disc. Players must advance the disc by
passing it to their teammates. The disc may be passed in any direction.

To score a point, a player must receive the disc in their attacking endzone. In order for a player
to be considered in the endzone, the first point of contact must land entirely in the endzone.
The player may not run into the endzone.

The team that scores the most points will win the game.
Positions:
● The thrower is the offensive player in possession of the disc.
● The marker is the player who defends the thrower.
● The receiver is an offensive player not in possession of the disc.
Substitutions:
Substitutes may only enter after a goal, between playing periods, and to replace an injured
player.

If an injury substitution occurs, the opposing team may substitute any number of players.
Overtime:
In all games (regular season and playoffs), if the game ends in a tie, players will continue at the
point of interruption until the next point is scored. The next scoring team will be the winner.
Turnover:
An incomplete or intercepted pass will result in possession for the opposing team.

The following actions result in a loss of possession and a check:


● The marker’s count reaches 10 seconds.
● The thrower hands off the disc to a teammate.
● The thrower catches or touches their untouched throw.
Pull:
The pull is used to start a new period and to start a new point after a goal is scored. After a
goal, each team switches sides, so that the receiving team walks down to the far end.

Players (on the throwing and the receiving team) may not cross the goalline until the disc is
thrown. Once the disc is released, all players may move in any direction.

The thrower must wait until the receiving team is in the correct position and has raised their
hand before throwing the disc. The receiving team must complete this act within 70-seconds
after the goal has been scored.
If the pull is caught by the receiving team, it may be played immediately from that spot. The
player who caught the disc must put the disc into play.

If the pull is dropped by the receiving team, it is considered a dropped disc and the throwing
team takes over at the spot that it touches the ground.

If the pull hits the ground and rolls, it is to be put into play when it stops rolling or rolls out of
bounds, whichever happens first.

If the pull exits the playing field, the receiving team may bring it back to the approximate spot
that it left and put it into play from there.

If the pull lands out of bounds, the receiving team has four options:
● Put the disc in play from the spot where it crossed the sideline.
● Put the disc in play from the center of the field, 10 yards from their goal line.
● Put the disc in play from the center of the field, even with where the disc crossed the
sideline.
● Request a re-throw.

Once a decision is made, it is final and cannot be changed.


Playing Area:
The playing area is defined by two sidelines, two goalies, and two endlines.

The disc may exit the playing area and re-enter, so long as the disc does not contact anything
that is not inside of the playing area.

A defensive player may leave the playing area to deflect the disc, which in effect makes the disc
dead.

An offensive player must be in bounds when they leave the ground, and must still land with
their first point of contact entirely in bounds for a catch to be called.

A player’s momentum may cause them out of bounds after establishing possession of the disc.
In this case, they may return inbounds to the spot of the catch to continue play.

If the disc leaves the playing field and does not re-enter, the team that is gaining possession
may put the disc in play where it left the playing field. (Exception: if the defense touched the
disc out of bounds, then they may only bring it to the nearest inbounds spot to the contact).
If a team first gains possession in either end zone, the player should bring the disc to the
nearest goal line spot and put the disc in play from there.
Fouls:
Fouls are the result of physical contact between opposing players. The player initiating contact
is guilty of a foul.

A foul can only be called by the player who has been fouled and must be announced by calling
out the word "Foul!" loudly immediately after the foul has occurred.

A throwing foul may be called when there is contact between the thrower and the marker.
When a foul is committed by a thrower or the marker, play stops and possession reverts back to
the thrower after a check.

If the thrower is fouled in the act of throwing and the pass is completed, the foul is
automatically declined and play continues without interruption.

If the marker is fouled in the act of throwing and the pass is not completed, play continues
without interruption.

A catching foul may be called when there is contact between opposing players in the process of
attempting a catch, interception, or knock down. A certain amount of incidental contact during
or immediately after the catching attempt is often unavoidable and is not a foul.

If a player contacts an opponent before the disc arrives, that player has committed a foul.
Additionally, if a player's attempt to make a play on the disc causes significant impact with a
legitimately positioned stationary opponent, it is considered "harmful endangerment" and is a
foul.

Dangerous, aggressive behavior or reckless disregard for the safety of fellow players is always a
foul.

If a catching foul occurs and is uncontested, the player fouled gains possession at the point of
the infraction. If the call is disputed, the disc goes back to the thrower. If an uncontested foul
(with the exception of a forced-out foul) occurs in the end zone, the player fouled gains
possession at the closest point on the goal line to the infraction.
Violations:
A violation occurs when a player violates the rules in a manner which does not result in
physical contact.
A violation may be called by any player who recognizes that a violation has occurred. The player
must immediately call "violation" or the name of the specific violation loudly.
Travel:
The thrower must keep all or part of the pivot foot in contact with a single spot on the field.
Should the thrower lose contact with that spot, the thrower has traveled.

If the receiver obviously takes more steps than are required to stop after catching a pass, that
player has traveled.

If a receiver, after receiving a pass on the run, releases a pass after the third ground contact and
before coming to a complete stop, that receiver has traveled.
Strip:
No defensive player may touch the disc while it is in possession of the thrower or receiver. If a
defensive player does so, the player in possession calls "Strip."

If a count was in progress as the disc was stripped, the count is halted, and when the player in
possession regains possession, the count restarts at zero (0).

A contested strip of the receiver is treated the same as a contested foul; an uncontested strip in
the end zone is a goal.
Double-Team:
Only one marker is permitted to guard the thrower. No other defensive player may establish a
position within three yards of the pivot foot of the thrower, unless they are guarding another
offensive player in that area.

Should the thrower recognize a double-team situation, they should first call "Double-Team" as a
warning. On the first "Double-Team" call, the marker must subtract 2 from the stall count. If
"double-team" is called again within the same 10-seconds, play stops and is resumed after a
check with the count reset to zero (0).
Stalling:
The thrower must release the disc before the marker counts to ten. The marker is the only
player allowed to initiate the stall count, and the count must be made loudly enough for the
thrower to hear it.

If the marker gets to ten seconds prior to the thrower releasing the disc, the maker should
shout “stall” to let everyone know the disc is dead, and possession reverts to the defense.
If the stall count is interrupted by a foul or violation, the count should revert back to the
following times:
● Uncontested defensive foul or violation: 0.
● Uncontested offensive foul or violation: Count plus 1 (Maximum of 9).
● Contested foul or violation: Count plus 1 (Maximum of 6).
● Offsetting calls: Count plus 1 (Maximum of 6).
● Unresolved calls: Count plus 1 (Maximum of 6).
● Pick: Count plus 1 (Maximum of 6).
● Fast Count: Count minus 2.
● Double team: Count minus 2.
● Strip: 0.
● Contested Stall: 8.
Pick:
No player may establish a position, or move in such a manner, so as to obstruct the movement
of any player on the opposing team.

In the event of a pick, the obstructed player must immediately call "Pick" loudly; play stops and
is resumed after a check, unless the continuation rule applies.
Continuation:
If a foul, violation, or pick is called while the disc is in the air, the play is always completed. If
the team which called the foul, violation, or pick gains possession as a result of that pass, play
continues unhalted. In this situation, players should call "play on." If the pass is completed, but
the defensive effort on the pass was affected by the violation, the pass does not count and
possession reverts back to the thrower.

If a foul, violation, or pick is called while the disc is not in the air, and a player attempts a pass
before play has stopped, and the pass is incomplete, it is a turnover. If a foul, violation, or pick
is called while the disc is not in the air, and a player attempts a pass before play has stopped,
and the pass is completed, the pass does not count, and possession reverts back to the original
thrower.
Etiquette:
If a foul is committed and not called, the player who commits the foul should inform the
offended player of the foul.
It is the responsibility of both teams to minimize the time taken between each goal and the
ensuing throw-off.

If the receiving team wishes to have an out-of-bounds throw-off re-thrown, they should give
the re-throw signal as soon as possible.
Should a dispute or confusion arise on the field, it should be common practice to stop play, and
resume play with a check when the matter is resolved.
Sportsmanship:
Intramural ultimate is not officiated. Participants must call their own games fairly and with
integrity. Ultimately, Intramural Sports staff have the right to use their judgment to make
decisions in all situations regarding sportsmanship and disputes.
Sportsmanship Score Discipline:
Based on Intramural Sports staff judgment, without an ejection, a maximum score of 6 can be
given for unsportsmanlike behavior. A team with an ejected player can only score a maximum
of 3 points.
4 v. 4 Volleyball
Players and Rosters:
4v4 Volleyball is played with 4 players from each team on the court at one time. Teams must
have 3 players to begin a game. After the game has started, if a team drops below three
players, the game may continue if Intramural Sports staff deem the game competitive. The
roster registration requirement is 4 players. Roster maximum is 9 players.
5-Minute Rule Advantage:
1 point per minute.
Starting a Match/Game:
During the regular season, any fair method can be used to decide which team gets to pick to
serve or receive first OR which side of the court they would like to start on for the first game.
After the winner of the fair method makes their choice, the loser gets to decide between the
remaining choices.

To start the 2nd and 3rd game (if applicable), the team that served first in the previous game
shall serve second.

During playoffs, the higher seed gets to choose to serve or receive first OR which side of the
court they would like to start on for the first game. Once the higher seeded team makes their
choice, the lower seeded team gets to decide between the remaining options.
Timing:
Games have a maximum time of 45-minutes.

Games are played best of three sets using rally scoring. The first two sets are played to 25-
points. Teams must win by 2-points; however all sets are hard capped at 27-points (first to 27).
During playoffs, there will be no hard scoring cap.

The 3rd set is only played if necessary. It is played to 15-points with teams needing to win by 2-
points; however, the third set is hard capped at 17-points (first to 17), except in playoffs when
there is no hard scoring cap.

Each team is allowed one 30-second timeout per match.


General Rules:
Each team is allowed three contacts/touches before the ball must be passed over the net.

A block is an attempt to intercept the ball coming from an opponent by reaching above the
height of the net. Contact on true block attempts do NOT count towards the three hit
maximum. Players that contact the ball on a true block attempt may also contact the ball once
more without being penalized for a double hit. Blockers are at fault for balls that ricochet off of
blocking contact and go out of play/out of bounds.

In the following situations, the ball will become dead, and a point will be awarded to the non-
offending team:
● A player commits a service fault, positional fault, or rotational fault.
● The ball is caused to contact the wall or ground outside of the playing area.
● The ball is caused to pass under the net or over the net outside the antenna.
● The ball is caused to contact the net outside of the antenna.
● The ball contacts the antenna.
● The ball is caused to contact the ceiling or arches before or after crossing over the plane
of the net. If the ball contacts the ceiling and returns to the same side of the net that it
was touched on, the ball is live and may continue to be played.
● A player contacts the ball twice in succession.
● A player lifts, carries, throws, palms, or makes prolonged contact with the ball.
● A player commits a net fault.
● The ball crosses the plane of an adjacent volleyball court.
Substitutions:
Substitutions can be made by either team during any dead ball. Substitutions should be made
quickly and not disrupt the flow of the game. Substitutions shall not disrupt the service order.
Tips:
A one-handed placement or redirection of the ball with the fingers is illegal contact. The ball
must be hit cleanly with the hand, straight locked fingers, or the knuckle.
Set Overs:
Any ball that is intentionally set into the opponent's court must be set directly forward or
backward in relation to the player's shoulders.
Back Row Attack/Blocks:
There is no back row in 4v4 Volleyball. Any player can attack in the front row regardless of ball
position. Any player can block the ball at the net.
Rotations/Service Order:
Teams do not have to rotate positions. Serving order must remain constant. Each player must
be in the serving order. Serving out of order will result in a point and serve for the offended
team.
Service:
Serves must be made entirely behind the service/end line. A player may jump from behind the
end line so long as they contact the ball before landing inside or on the service line.

The serve may hit the net so long as it continues directly over into the opponent’s court.

It is a fault if the serve contacts a player on the serving team, the floor of the serving team, an
official, an antenna, the net outside of the antenna, or any other obstructions. Additionally, the
ball may not pass under the net or over any of the ceiling arches.

The server may not serve before the official signals them to do so. Once the whistle is blown,
the server has no more than 8 seconds to execute the serve.

The receiving team may not attack the serve while the ball is completely above the height of
the net.
Net Faults:
No player may contact the net while in the action of playing the ball.

No player may interfere with the opponent’s ability to play the ball by crossing the plane of the
net (under or over) or contacting any part of the net.

A player attempting to block an attack may not reach over the plane of the net to play the ball
until the opponent’s attack has been completed.

If attacking, no player may reach over the plane of the net until after contact with the ball is
made. A follow through on an attack that extends over the plane of the net is legal after contact
with the ball has been made.
Ball Contact with Foot or Kick:
Contacting the ball with any part of the leg/foot on an intentional kicking motion is NOT
allowed in intramural volleyball.

Contacting the ball with a leg/foot that is planted at the time of contact is legal.

Unintentional contact with the ball off a leg/foot is legal.


Yellow/Red Cards:
The following acts will result in a yellow card:
● Use of obscene gestures or language
● Delay of game
● Illegal Substitution
● Arguing with the official
● Interference with play from a team’s bench or spectators
● Verbal abuse from players or spectators
The following acts will result in a red card:
● Unsportsmanlike Conduct
● Physical abuse of any kind towards participants, spectators or officials.
● Continued arguing with official or supervisor
● Continued verbal abuse to other players or spectators

Any player that receives two yellow cards or one red card will be ejected from the game and
will be asked to leave the playing area.
Sportsmanship Score Discipline:
● A team with one red card OR other unsportsmanlike behavior deemed penalizable can
earn a maximum score of 6.
● A team with one red card or equal IN ADDITION to other unsportsmanlike behavior can
earn a maximum score of 5.
● A team with 2 red cards OR 1 red card and 2 yellow cards OR 3 yellow cards will forfeit
and can earn a maximum score of 1.
Co-Ed Adaptations:
Player and Rosters: Teams playing with 4 players must have 2 males and 2 females on the court
at all times. Teams playing with 3 players must have 2 males and 1 female OR 2 females and 1
male.
Other: There are no other Co-Ed rule adaptations.
6 v. 6 Volleyball
Players and Rosters:
6v6 Volleyball is played with 6 players from each team on the court at one time. Teams must
have 4 players to begin a game. After the game has started, if a team drops below 4 players, the
game may continue if Intramural Sports staff deem the game competitive. The roster
registration requirement is 6 players. Roster maximum is 13 players.
5-Minute Rule Advantage:
1 point per minute.
Starting a Match/Game:
During the regular season, any fair method can be used to decide which team gets to pick to
serve or receive first OR which side of the court they would like to start on for the first game.
After the winner of the fair method makes their choice, the loser gets to decide between the
remaining choices.

To start the 2nd and 3rd game (if applicable), the team that served first in the previous game
shall serve second.

During playoffs, the higher seed gets to choose to serve or receive first OR which side of the
court they would like to start on for the first game. Once the higher seeded team makes their
choice, the lower seeded team gets to decide between the remaining options.
Timing:
Games are played best of three sets using rally scoring. The first two sets are played to 25-
points. Teams must win by 2-points; however all sets are hard capped at 27-points (first to 27).
During playoffs, there will be no hard scoring cap.

The third set is only played if necessary. It is played to 15-points with teams needing to win by
2-points; however, the third set is hard capped at 17-points (first to 17), except in playoffs when
there is no hard scoring cap.

Each team is allowed one 30-second timeout per match.


General Rules:
Each team is allowed three contacts/touches before the ball must be passed over the net.

A block is an attempt to intercept the ball coming from an opponent by reaching above the
height of the net. Contact on true block attempts do NOT count towards the three hit
maximum. Players that contact the ball on a true block attempt may also contact the ball once
more without being penalized for a double hit. Blockers are at fault for balls that ricochet off of
blocking contact and go out of play/out of bounds.

In the following situations, the ball will become dead, and a point will be awarded to the non-
offending team:
● A player commits a service fault, positional fault, or rotational fault.
● The ball is caused to contact the wall or ground outside of the playing area.
● The ball is caused to pass under the net or over the net outside the antenna.
● The ball is caused to contact the net outside of the antenna.
● The ball is caused to contact the ceiling or arches before or after crossing over the plane
of the net. If the ball contacts the ceiling and returns to the same side of the net that it
was touched on, the ball is live and may continue to be played.
● A back row player makes an attack from in front of the 10 foot line with the ball entirely
above the net at the time of contact.
● A back row player makes a block.
● A player contacts the ball twice in succession.
● A player lifts, carries, throws, palms, or makes prolonged contact with the ball.
● A player commits a net fault.
● The ball crosses the plane of an adjacent volleyball court.
Positions:
There are six positions on the court: front left, front center, front right, back right, back center,
and back left. No front row player can be behind a back row player at the time of the serve.

The front left and back left players must be the leftmost players at the time of the serve.
Additionally, the front right and the back right players must be the rightmost players at the time
of the serve.

A positional fault will result in a side out and point for the opponent.
Rotations:
Teams must put each player checked into the game into a rotation. The rotation must remain
constant during each set. Every time the receiving team earns the right to serve, players on that
team should rotate one spot clockwise.

A rotational fault will result in a side out and point for the opponent.
Service:
Serves must be made entirely behind the service/end line. A player may jump from behind the
end line so long as they contact the ball before landing inside or on the service line.
The serve may hit the net so long as it continues directly over into the opponent’s court.

It is a fault if the serve contacts a player on the serving team, the floor of the serving team, an
official, an antenna, the net outside of the antenna, or any other obstructions. Additionally, the
ball may not pass under the net or over any of the ceiling arches.

The server may not serve before the official signals them to do so. Once the whistle is blown,
the server has no more than 8 seconds to execute the serve.

The receiving team may not attack the serve while the ball is completely above the height of
the net.
Net Faults:
No player may contact the net while in the action of playing the ball.

No player may interfere with the opponent’s ability to play the ball by crossing the plane of the
net (under or over) or contacting any part of the net.

A player attempting to block an attack may not reach over the plane of the net to play the ball
until the opponent’s attack has been completed.

If attacking, no player may reach over the plane of the net until after contact with the ball is
made. A follow through on an attack that extends over the plane of the net is legal after contact
with the ball has been made.
Ball Contact with Foot or Kick:
Contacting the ball with any part of the leg/foot on an intentional kicking motion is NOT
allowed in intramural volleyball.

Contacting the ball with a leg/foot that is planted at the time of contact is legal.

Unintentional contact with the ball off a leg/foot is legal.


Yellow/Red Cards:
The following acts will result in a yellow card:
● Use of obscene gestures or language
● Delay of game
● Illegal Substitution
● Arguing with the official
● Interference with play from a team’s bench or spectators
● Verbal abuse from players or spectators
The following acts will result in a red card:
● Unsportsmanlike Conduct
● Physical abuse of any kind towards participants, spectators or officials.
● Continued arguing with official or supervisor
● Continued verbal abuse to other players or spectators

Any player that receives two yellow cards or one red card will be ejected from the game and
will be asked to leave the playing area.
Sportsmanship Score Discipline:
● A team with one red card OR other unsportsmanlike behavior deemed penalizable can
earn a maximum score of 6.
● A team with one red card or equal IN ADDITION to other unsportsmanlike behavior can
earn a maximum score of 5.
● A team with 2 red cards OR 1 red card and 2 yellow cards OR 3 yellow cards will forfeit
and can earn a maximum score of 1.
Co-Ed Adaptations:
Player and Rosters: Teams may have a maximum of 3 male players and 3 female players on the
court at one time. Teams playing with four players must have 2 males and 2 females. In all
cases, teams cannot have more than a plus one gender differential, of either gender, on the
court during co-rec games.
Other: There are no other Co-Ed rule adaptations.
Team Handball
Players and Rosters:
Teams consist of 5 players per team on the court at one time. Teams must have at least 4
players to begin a game. If a team drops below 4 players after the game has started, the game
may continue if Intramural Sports staff deem the game competitive. The roster registration
requirement is 5 players. Roster maximum is 11.
5-Minute Rule Advantage:
The offending team must play 1-”man-down” for each minute of the 5-min. grace period that
was used. This does NOT count as a penalty.
Equipment:
Handballs will be provided.

Goalie must wear distinct jerseys that are different from the colors of the teams.
Boundaries
The ball is out of play when the ball hits the ceiling, any part of the wall above the brick at any
spot, or when the ball enters the bench area. The ball is playable off of any part of the brick
wall.

The arc of the goalie area will be marked on the floor. The goalie area is all space within the arc.
Before the Game:
A captains meeting shall be held before every game.

Any fair method can be used to decide which team gets to pick whether to be on
offense/defense first. Teams may defer their choice to the 2nd half. The goals/directions in
which teams will score for the 1st half should also be decided.
Start of the Game:
Once ball possession is decided, the teams take the court
● The team with the ball must have a player stand at the
middle of center court with at least one foot on the line.
● The offensive team cannot have any players beyond the half court line until the
official blows the whistle.
● The team on defense must give a 5-foot cushion to the player starting with the ball.
● The defense may position themselves anywhere else in the field of play, even
going beyond the half court line onto their opponent’s side.
● Once the whistle is blown, the team offensive player with the ball must pass it to a
teammate or shoot it at the goal. They cannot dribble it without first passing or
shooting. The defense can steal this pass or block this shot so long as they give
the 5-foot cushion to the initial offensive player with the ball.

Restarting Play After a Score


● A member of the team that was scored on (usually the keeper) throws the ball back to a
teammate at the center of the half court line.
● As soon as the new offensive team can get the ball to center court with a player in
possession of the ball and their foot on the line, the official will start play with a whistle.
The player who is receiving the ball to restart must have possession of
the ball in their hands and at least one foot on the center line. Until both conditions
are met, the ball is not live and all the players on the offensive team must remain on
their side of the half court line. The official must not delay in blowing the whistle if the
restart if both conditions are met.
● After scoring, while running back to play defense, a player from the team that just
scored may not run between the goalkeeper who is attempting to throw the ball to the
half court line and the player who is attempting to receive it. If a player does this and
gets hit by the ball, causing a delay in the restart, they will be penalized.
-If the official judges that the contact was unintentional, the team will receive
one warning. On a second occurrence, the team will receive a penalty shot.
-If the official judges that it was intentional (an effort to break up a quick
restart and slow down the offenses’ attack), the official will award a penalty
shot to the offended team.
Timing:
● A match will consist of two 20 minute halves.
● There is a three-minute half time, where the teams switch goals for the 2nd half..
● The game clock stops whenever a timeout is called.
Overtime:
During the regular season, overtime will not be played. Tied games will end in a tie.

During playoffs, 2-minute overtime periods will be played until a winner is decided. Overtime
periods will be “golden goal” style (next score wins). For every overtime period, each team is
granted one timeout.
Timeouts:
Each team is allowed one 1-minute time out per match which can be used in
either half.

Any player on the team who is in possession of the ball can signal for a
timeout or verbally request one. A team or coach can also call timeouts if their team is in
possession of the ball.

Mercy Rule:
If there is a 10 or more goal differential at any point in the 2nd half, the game will end.
Pace of the Match:
● If an official feels that an offensive team is either intentionally or unintentionally playing
“slow” or not making an attempt to advance the ball towards a score, they will raise
one hand in the air as a warning against “passive play”.
● A soon as the official’s hand goes up, the offensive team must immediately make an
attempt to score.
● A team may use the entire court to evade a pressure defense. Passes can be made in
any direction. There are no backcourt violations.
● A team called for “passive play” must immediately put the ball down on the court and
transition back to defense. Any member from the offended team may pick the ball up
and pass it to put it into play.
Sideline Throw-In:
● If a ball goes out of bounds on a sideline or a rounded corner, the ball will be awarded
to the team that it did not go off of last.
● The throw-in should be taken at the spot nearest to where the ball went out of bounds.
● A player inbounding the ball must be no further than 2-feet from the wall where the ball
went out of bounds.
● Defensive players must provide a 5-foot cushion between them and the inbounder.
Corner Throw-In:
● If a defender other than the goalie touches the ball before it goes out of bounds on the
goal line (above the brick wall), the result is a corner throw-in by the offense. The
offensive player should be no further than 2-feet from the corner of the wall. The
defense must provide a 5-foot cushion between them and the inbounder. Corner throws
can be scored.
Substitutions:
● Players may substitute on the fly at any time during the game (offense and/or defense).
● Any number of players can sub at one time.
-A player coming off the court must be 100% off the court before their
replacement can come in. If not, a penalty shot will be awarded to the offended
team.
-Players must enter and exit the bench through the door. Jumping the wall will
result in a penalty shot against the offending team.
Goalkeeping Rules:
● While inside the goalie area, the keeper is not required to dribble the ball.
● Inside the goalie area, traveling rules do not apply to the goalie.
● Once the goalie steps outside of the goalie area (any body part, on the arc line
included), they are bound by the same rules as any other field player.
● A keeper in possession of the ball may not come out of the goalie area while in
possession of the ball, they must pass it out of the goalie area first. If a goal
keeper exits the goalie area with possession of the ball, the official will blow
the whistle and the opposing team will take possession 5-feet back from the
spot of the goal keeper’s violation.
● A field player may not pass the ball back to the goal keeper who is inside the goalie area.
● The keeper must come out of the goalie area to receive a pass from a teammate.
● If a team passes the ball back to its keeper inside the goalie area, the official
will blow a single whistle and point to center court where the other team will
take possession of the ball.
● Goalies may use any part of their body to stop the ball from going into the goal.
● If an offensive team shoots at the goal and the keeper blocks the shot out of bounds
(above the wall) on the goal line, the ball belongs to the team that was just on defense
as a goal keeper throw. This is the case for anytime the goalkeeper knocks the ball out
of play on the goal line.
● If a goal keeper blocks a shot and it goes out of bounds across a sideline, the
shooting team retains possession of the ball at the spot it went out.
● The keeper may come out of the goalie area and play as a field player.
● Teams may “pull” their keeper to put another field player on the court in their place, but
if that player is not wearing a distinctive jersey to distinguish them as the goal keeper,
they may not enter the goalie area.
Passing Rules:
The primary way to advance the ball towards a scoring opportunity in team handball is by
passing.
● The ball may be bounce-passed.
● The only way that the ball can be put into play is by passing or shooting it. A ball cannot
be dribbled from a dead ball situation, but must be passed or shot:
-At the start of the game.
-After each score.
-After any foul that does not result in a penalty shot .
-After an out of bounds call.
Dribbling Rules:
Dribbling is the secondary means to move the ball and the rules are different than in
basketball.
● Players who take possession of the ball may take three full steps before they must
either shoot, pass, or dribble.
● A player may take three steps, then jump and leave the floor, where they have three
options before they return to the floor:
-Shoot, pass, or fake a shot and then dribble the ball, giving them their
dribble and three more steps before they must shoot or pass
● Players will establish a pivot foot similar to basketball where traveling may be called
● Once a player starts their dribble, they must keep dribbling the ball continuously. A
dribble may not start, stop, and then restart.
● Dribblers must keep their hand on the top of the ball and dribble in a downward motion.
● Players may not “carry the ball” with their hand on the side or underneath the
ball.
● No “crossover dribbles”
● No spin moves while dribbling unless the spin is part of the 3
steps allowed at the beginning or end of a dribble sequence.
Defensive Fouls:
Intramural Team Handball is a NON-contact sport.

Incidental AND non-incidental contact is illegal and may be penalized. Some contact may be
ignored if it does not affect play or puts a player at the risk for injury.

STRIPPING/KNOCKING A POSSESSED BALL FROM OR AWAY FROM A PLAYER IS ILLEGAL.

All “common” fouls result in.. see “Restarts After Fouls”. “Common” fouls do NOT result in
penalty shots.

Contact that occurs on a shot will result in a penalty shot. If the shot attempt is made, no
penalty shot will be given.

Any foul committed by a defensive player that is not in between the offensive player and the
goal they are defending will result in a penalty shot.

Any foul that an official judges is intentional, excessive, or dangerous will result in a penalty
shot for the offended team (unless on a shot attempt that is made). These fouls may also result
in an unsportsmanlike conduct penalty or ejection.
Defensive players that attempt to fake a foul or deceive an official will be penalized, the
offended team will be awarded a penalty shot. Faking a foul may result in an unsportsmanlike
conduct penalty.
Offensive Fouls:
Intramural Team Handball is a NON-contact sport.

Incidental AND non-incidental contact is illegal and may be penalized. Some contact may be
ignored if it does not affect play or puts a player at the risk for injury.

Similarly to basketball, defensive players have the right to their space on the court.
Defensive players can establish legal guarding position by having both feet on the ground,
facing their opponent, and being between the offensive player(s) they are guarding and the
goal. Defenders do not need to be stationary to be fouled by an offensive player if they have
established a legal guarding position.

Offensive players that initiate contact with or displace legal defensive players may be penalized.

Any foul that an official judges is intentional, excessive, or dangerous will result in a penalty
shot for the offended team (unless on a shot attempt that is made). These fouls may result in an
unsportsmanlike conduct penalty or ejection.

Offensive players that attempt to fake a foul or deceive an official will be penalized, the
offended team will be awarded a penalty shot. Faking a foul may result in an unsportsmanlike
conduct penalty.
Tracking Fouls
“Common” fouls are not tracked. There is no limit to the number of “common” fouls a
player/team may be issued.

Unsportsmanlike conduct fouls are tracked. Any player that receives two unsportsmanlike
conduct penalties will be ejected.
Blocking a Shot
A shot may not be blocked by hitting the ball in possession of a shooter or a shooter’s arm.
ONLY may a defender block a shot by contacting the ball while it is airborne after the ball has
been released from a shooter. If a shooter follows through on a shot attempt and makes
contact with a defender, both the defender and the offensive player will not be penalized.
Restarts After Fouls:
After a foul is called, the official will point to the spot on the court where the foul occurred.
The team with possession of the ball can pick up the ball and pass it into play as soon as
they can get the ball to that spot.

There is no requirement for the official to hold the ball or hand it to a player.

There is no requirement for the official to blow a whistle to start play.


Continuation After a Foul:
There is an element of continuation allowed in the game after a “common” foul has occurred so
long as the foul does not disadvantage the offense.

If a player is fouled but retains possession of the ball, the official should raise
one hand to signal that a foul has occurred but is letting play continue since
the offense has not been disadvantaged.

If the offense loses control of the ball or shoots and misses shortly after a foul
was committed but was allowed to play on, the official will blow the whistle
and award the ball back to the offense at the spot of the foul.

If the offense passes the ball away from where the foul was allowed to play on
and starts a new offensive sequence, the official will put his hand down and
play continues since the foul did not impede play. In this case, “common” fouls will be ignored.
Goalie Area/Arc Violations:
Violations of the goalie area include the arc itself.

Only the goalie may be in possession of the ball inside of either goalie area.

Offensive players may be over the goalie area arc in the air, but not on the floor.

An offensive player may jump towards the goal into the goalie area, in the air, in an attempt to
score on a shot so long as they:
● Jump from behind the arc line without touching it.
● Release the ball before they contact the court inside the goalie area.
● Must then make every possible effort to exit the goalie area as soon as possible without
interfering with the ball or goal keeper if the ball is still live.

If the offensive player touches the goalie area arc or the court inside the goalie area in an
attempt to shoot the ball, the official will blow a single long whistle signaling a turn over and a
goalkeeper throw.
When the offense makes a 6m violation, the official will make a flat down-facing
hand signal signifying a goalkeeper throw.

Defensive players also may not enter the goalie area.

If a defender, who is not the goal keeper, steps inside the goalie area while playing
defense the official will blow a single whistle and award a penalty shot if:
● The defender inside the goalie area interferes with the offense in any way.
● The defender makes contact with a legally positioned offensive player who has the ball.

A defender has the right, just like the offense, to leap into the goalie area and play
defense in the air in an attempt to deflect or stop a ball, but they:
● May not affect play or touch the ball once they have contacted the court
inside the goalie area.
● Must make every effort in good faith to get back outside the goalie area as soon as
possible

Just like an offensive player, a defender may not intentionally run through the goalie area to
gain a defensive advantage. If they do, the official will award the offense
a penalty shot.
Penalty Shots:
All penalty shots will be taken from the very top middle of the goalie area.

The team awarded a penalty shot may choose any member of their team to take
the penalty shot. It does not have to be the player who was fouled.

All other players must back up to the half court line and remain there until the
penalty shot is taken.

Once the shooter is in position and the goalie is set, the official will blow a
single short whistle blast.

The shooter will have no more than 3 seconds to shoot. If the shooter delays more than 3-
seconds the official will signal for a goal keeper throw.

The shooter may execute shot fakes by pumping their shooting arm and
body, but they may not step on or beyond the goalie area arc. At least one foot of the shooter
must be on the ground when the shot is released.

The goal keeper must start their position on the goal line.

Once the shot has been attempted, the remaining offensive and defensive players may
move back into the shooter’s half of the court and play the ball if it remains in play.
Contact of the ball with the leg:
A player may not touch the ball with their lower leg/foot.

If the ball touches any portion of a player’s leg below the knee, it is a turnover against
that team at the spot of where the ball contacted the leg= “common foul”.

If a defender intentionally “kicks” the ball to stop a pass as a defensive tactic, the
result is a penalty shot.
Sportsmanship Score Discipline:
● A player that receives two unsportsmanlike conduct penalties will be ejected.
● Any team that has any combination of three total unsportsmanlike conduct penalties
will forfeit the game.
● A team with one unsportsmanlike conduct penalty OR other unsportsmanlike behavior
deemed penalizable can earn a maximum score of 6.
● A team with an ejected player can earn a maximum score of 3.
● A team that has any combination of three total unsportsmanlike conduct penalties OR
has been disqualified can earn a maximum score of 1.

Top Golf
Timing:
2 hour time slots are given to complete each round. The first 4 weeks of the season will be
“practice” and non-competitive between foursome groups. During the 5th and final week,
foursome group scores will be recorded to determine a league champion.
Players and Rosters:
Roster minimum is 4 players. The roster registration requirement is 4 players. Roster maximum
is 5.

You might also like