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Event Rules

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All tournaments will be conducted using the rules listed below. If you have any questions, please contact us.

    1 on 1 Basketball

    1. Divisions of Competition: Fraternity, Women's Closed, Campus Points, Women's Open, Men's Open. Maximum of 5 players will be allowed to compete for Fraternity, Women's Closed, and Campus Points divisions. All others will be put into the Open Division. To compete for All-Campus Points in all divisions, an organization must have at least 2 players participate. Must be at least 2 players in each to get points for each.
    2. A hit or miss shot will determine who gets first possession.
    3. The first person to reach 10 points and be ahead by 2 will be declared the winner (1 basket = 1 point). There is a game cap set at 12 points. A three point shot will count as two points (3 point basket = 2 points). All games will be self-officiated. All fouls are non-shooting fouls- there are no free throws. ALL MADE BASKETS ARE MAKE–IT-TAKE-IT! After all made baskets ball must be checked at the top of the key!
    4. On a change of possession after a missed basket, the ball must be brought out beyond the three point line and the free throw line extended before attempting to score.
    5. In the event there is a question on a judgment call, the player that makes the call will shoot for the ball.
    6. No Time Outs Allowed.
    7. When Player A causes the ball to go out of play, Player B will start at the top of the key and check the ball before resuming play.
    8. On held ball situations, the players will alternate possession. The player that didn't get the ball first will gain possession of the first held ball, and then alternate from there. Then the players must check the ball at the top of the key.
    9. Abusive language or unsportsmanlike conduct is unacceptable and will not be tolerated. Any player displaying these behaviors may be disqualified, resulting in loss of points for that individual.

    3 on 3 Basketball

    1. Divisions of Competition: Fraternity, Women's Closed, Campus Points, Women's Open, Men's Open. Maximum of 3 teams will be allowed to compete for Fraternity, Women's Closed and Campus Points divisions. All others will be put into the Open Division. To compete for All-Campus Points in all divisions, an organization must have a minimum of 2 teams participate. (All teams are allowed a max of 5 players)
    2. NFHS Rules will govern play except by the following:
    3. Games are played on a half court by two (2) teams of three (3) players each.
    4. Games will be played to 18, using two and three point field goals. Winning team must win by four points with a cap at 24.
    5. Games will be self officiated. Too much rough play or unsportsmanlike conduct on the part of any team will be grounds for dismissal from tournament play.
    6. The ball will be shot at the top of the key by one player to determine possession at start of the game.
    7. Ball must be checked at the top of the key after all dead balls (ie. Out of bounds, made basket, fouls etc.).
    8. Ball must be PASSED in from the top of the key. Lane line extended up. (Not live up top!) If played from up top results in loss of possession.
    9. Possessions will alternate after each made basket. (No Make it, Take it!)
    10. On disputed calls, one player will shoot for possession.
    11. If a dispute cannot be settled by both teams, the game is a forfeit.
    12. The ball must be brought back beyond the 3-point line on all changes of possession.
    13. When either team reaches 14 points, the court monitor will begin to count fouls. Beginning with the fourth foul: A) All common fouls shall result in two free-throw attempts. B) All shooting fouls, where the basket was not made shall result in two free throws. C) On shooting fouls where the basket was made shall result in one free throw.
    14. Following any free throw attempt whether it is made or not, possession will change.

    Badminton

    Divisions of Competition: Fraternity, Women's Closed, Women's Open, Men's Open.

    To compete for All-Campus Points in all divisions, an organization must have at least 2 players participate in singles and one team in doubles.

    Maximum of 5 players for singles and three teams for doubles will be allowed to compete for the Fraternity Points division. All others will be put into the Open Division.

    All players must have a valid student ID to enter the SAC gymnasium.

    The Game

    1. Service may be determined by either a coin toss or a drop of the shuttle.
    2. You win a rally if you hit the shuttle over the net and onto the floor of the opposing side's court. You lose the rally if you hit the shuttle into the net, or over the net but outside of the opposing side's court. You also lose the rally if, for example, the shuttle touches you or your clothing, or if you hit it before it crosses the net.
    3. The service courts are slightly different for singles and doubles. A shuttle on the line is "in". The server and receiver stand in the diagonally opposite service courts (always right hand at the start of the game) but therefore players may move anywhere on their side of the net. The server must obey laws designed to force underhand delivery of the serve, and the receiver must stand still until the service is struck.
    4. Matches comprise of one game, with the final games being best of three games. In men's singles and men's doubles, 15 points wins a game. However, if the score reaches 14-14, the side that first reached 14 can choose either to play to 15, or to set the game to 17 points. The final score will reflect the sum of the points won before setting plus the points gained in setting. Scoring in women's singles, women's doubles, and mixed doubles is slightly different. 11 points wins a game and there is the option to set to 13 points at 10-10.
    5. Each game starts at 0-0. If the serving side wins a rally, it scores a point and serves again but from the alternate service court. If the receiving side wins the rally, the score remains unchanged and the service passes to the next player in turn. In singles, this is the opponent; in doubles it's either the partner or, if both players have just had a turn of serving, one of the opponents.

    Basketball

    1. Everyone that enters the SAC Gymnasium must have a valid student/faculty/staff ID.  This ID must be presented to the supervisor on duty at the court on which you are to play. (NO EXECEPTIONS!)
    2. No jewelry, belt loops, or hats will be allowed on the court.  This includes stocking caps and do-rags.  Pants must be kept above the hips at all times.   
    3. Jerseys may be checked out at the equipment desk. A valid ID is needed to check out jerseys.
    4. Proper shoes must be worn.  Any shoe which marks or scuffs the floor will not be allowed.
    5. Games will be played under the 2012-13 NFHS (National Federation of High Schools) with the following exceptions.
      1. Games consist of two 20 minute halves using running time with the exception of the last minutes of each half.  The first overtime period will be four (4) minutes with the clock stopping under (1) minutes.  Additional periods will be two (2) minutes with the clock stopping the last minute.
      2. Teams are allowed two time-outs per half and one additional for each overtime period.  Time-outs from the second half will carry over to the first overtime period.
      3. There are bonus free throws (7th foul).
    6. Game Time:  The first game of the night will have a 10 minute forfeit time.  The following games have a “forfeit time is game time” policy.  Teams must have 5 players to start the game.
    7. All technical fouls result in two free throws and the ball awarded to the offended team at half court.  
      1. The person receiving the technical foul must sit out five minutes of clock time before he or she may re-enter the game.  Two technical fouls by a person results in an ejection.  
      2. If any player receives three technical fouls during the season, they will be automatically ejected from the game in which they receive their third technical. The player must then meet with the Coordinator of Intramural Sports, before serving at least a one game suspension.
      3. (Ex.) If a player gets a technical in three separate games he would have to sit out at least the next game.
      4. If there are three technical fouls by one team in a single game, the game is forfeited.
    8.  Free Throws
      1. On an attempted free throw, players may not enter the lane until the ball has hit the backboard or rim.
      2. New NFHS lane mechanic rules apply
    9. Scorekeepers- Each team must provide a scorekeeper if requested to do so.  Failure to do so could result in forfeiture of the game.
    10. Mercy Rule- If a team is leading by 20 or more points at the 2-minute mark of the second half, the game is over.  If a team is ahead by 30 or more at the 5-minute mark of the second half, the game is over.  If the lead gets to 20 or 30 after the two-minute mark/ five-minute mark, the game is over.

     

    Billiards

    Divisions of Competition: Fraternity, Women's Closed, Campus Points, Women's Open, Men's Open, and Co-Rec.

    Maximum of 5 singles players and 3 doubles teams will be allowed to compete for Fraternity, Women's Closed, and Campus Points divisions. All others will be put into the Open Division. To compete for All-Campus Points in all divisions an organization must have at least 2 players participate in singles and 1 team in doubles.

    1. You must call all your shots.
    2. There is slop play for Women.
    3. You must hit the ball that you call first.
    4. You lose a turn if you hit the other person's ball.
    5. Other than the break and end of game, if the eight ball is made the game is over.
    6. Ball in hand technique will be used.
    7. Best 2 out of 3 games will be played only in semi-finals and finals matches. All matches in rounds prior to semi-finals and finals will be one game.

    Bowling Doubles

    The team with the highest two-game series will be the winner.

    In order to compete for points, an organization must have two teams enter and complete a two game series (men) or one game (women). Points will be awarded based on the total score of the two teams in your organization with the highest series.

    Participants must have a student ID to bowl.

    You must be at the bowling alley at the scheduled time to begin bowling. A grace period of 10 minutes will be given to late bowlers. Anyone arriving after 9:40 PM will not be allowed to bowl.

    Teams will consist of two people

    One game will count for the women and two for the men.

    You must be at the bowling alley at the scheduled time to begin bowling.

    No one will be allowed to bowl in forfeited spots. Only participants who have signed the roster will be allowed on the lanes.

    No Bozo Scores.

     

    Bowling Singles

     

    In order to compete for points, an organization must have the required number of participants to enter and complete a two game series (men) or one game (women):
    Fraternity – top five (5) bowlers
    Campus/Women – top three (3) bowlers

    Points will be awarded based on the total score of the top five (Fraternity) or three (Campus/Women's Closed) scorers in your organization with the highest series.

    Participants must have a student ID to bowl.

    You must be at the bowling alley at the scheduled time to begin bowling. A grace period of 10 minutes will be given to late bowlers. Anyone arriving after 9:40 PM will not be allowed to bowl.

    No one will be allowed to bowl in forfeited spots. Only participants who have signed the roster will be allowed on the lanes.

    No bozo scores.

     

    Canoe Regatta

    All participants must meet intramural eligibility requirements.

    All participants must wear life jackets and shoes. Anyone entering the water must have shoes on.

    There will be 2 contestants per canoe who will continue together, IN THE CANOE, for the duration of the race.

    Organizations must have a minimum of 2 canoes legally FINISH the race in order to qualify for campus championship points.

    Substitutions may be made until the end of the pre-race pasta buffet. Substitutes must be listed and have their own signature on the original roster.

    Individuals are limited to compete in one division plus the Co Rec Division.

    Scoring will be as follows: 1st = 1 point, 2nd = 2 points etc. Race will be scored similar to cross country to emphasize team finishes. Low team total wins.

    All participants are required to use canoes and paddles furnished by the IMRS Department. The race will begin from a stationary position. Intentional capsizing of other canoes will be ground for disqualification. Do not shove off another canoe if you run into one, rather paddle free in another direction. The lake will be patrolled by water rescue personnel.

    All trash must be picked up from the park area. Organizations who have had an identifiable area will be penalized points if that area is not cleaned.

    ALCOHOL AND TOBACCO USE ARE NOT PERMITTED. VIOLATORS WILL BE REMOVED FROM THE SCENE.

    Cornhole

    1. All Participants must present their UofL ID Card to participate, No Exceptions!
    2. Participants must play on only 1 team. Rosters are frozen (no players can be added) once the first playoff game has begun.
    3. Fraternities max 5 teams min 2 teams for points, Campus Points max 3 teams min 1 team for points, Women’s Closed max 3 teams min 1 team for points. 


    Rules of the Game

    Doubles Play Cornhole / Corn Toss. In doubles play two contestants are partners against another team of two contestants.  In doubles play, one member of each team pitches from one cornhole platform and the other members pitch from the other cornhole platform.
    Innings

    Every Cornhole / Corn Toss match is broken down into innings of play. During each inning of play each contestant must pitch all four corn bags.

    Value Of The Corn Bag


    1. Corn Bag In The Hole
      A corn bag in the hole (or HoleIn) is a corn bag which is thrown through the hole in the cornhole platform or otherwise comes to rest inside the cornhole platform (knocked in by another player or an act of God). A corn bag in the hole has a value of three points.
    2. Corn Bag In The Count
      A corn bag that is not inthehole but lands with any portion of the corn bag resting on the cornhole platform is inthecount. A corn bag inthecount has a value of one point. For a corn bag to be Inthecount, it must not touch the ground or any other portion of the court prior to coming to rest on the cornhole platform. If a corn bag touches the ground before coming to rest on the cornhole platform, it is a foul and must be removed from the cornhole platform prior to the continuation of play.
    3. Corn Bag OutOfTheCount
      A corn bag which comes to rest anywhere except inthecount or inthehole is  outofthecount and has no scoring value. A corn bag which is declared to be a foul is considered to be outofthecount (no matter where it comes to rest) and must be removed from the cornhole surface prior to the continuation of play.


    Delivery Of Corn Bags


    1. In doubles play, the first side of contestants alternate pitching corn bags until they have thrown all four corn bags, then the remaining contestant (pitching from the other cornhole platform) continue to alternate in the same manner until all four corn bags are delivered and the inning completed.
    2. A contestant may deliver the corn bag from either the left or right pitchers box (see above) but, in any one inning, all corn bags must be delivered from the same pitcher’s box. A contestant shall pitch the entire tournament with the same hand or arm, except in the case of a medical emergency.
    3. Each individual contestant shall deliver the corn bag within 20 seconds. The time shall start when the contestant steps onto the pitcher’s box with the intention of pitching.


    Pitching Rotation During The Game
    The contestant who scored in the preceding inning shall pitch first in the next inning. If neither pitcher scores, the contestant who pitched second (last) in the preceding inning shall pitch first in the next inning.

    Length of the Game

    Point Limits
    The Cornhole / Corn Toss match shall be played until the first team of contestants reaches (or exceeds) 21 points at the completion of an inning. The winning team does not need to win by two or more points.

    The Inning Must Be finished The Cornhole / Corn Toss match can never end in the middle of an inning. Thus, if a team that pitches first reaches or exceeds 21 points, the game can not end until the other side is allowed to pitch all of their corn bags and the inning is completed.

    Ties At The End Of An Inning
    If the Cornhole / Corn Toss match is tied at 21 or more at the end of an inning, play continues until one team or the other achieves a higher score at the end of an inning and wins the match.

    Scoring
    Cancellation Scoring
    In cancellation scoring, corn bags inthehole and corn bags inthecount
    pitched by opponents during an inning or half of an inning in doubles play cancel each other out. Only non cancelled corn bags are counted in the score for the inning.

    1. 1. Corn Bags InTheHole – Holeins (HI’s) cancel each other. A corn bag inthehole of one contestant shall cancel a corn bag inthehole of his competitor and those corn bags shall not score any points. Any non cancelled corn bag inthehole scores three points.
    2. Corn Bags InTheCount - Corn bags inthecount cancel each other. A corn bag inthecount of one contestant shall cancel a corn bags inthecount of the opponent and those corn bags shall not score any points. Any non cancelled corn bags inthecount score one point each.


    Score Calculation

    Cancellation scoring may be easily calculated as follows:

    1. The points of both contestants are calculated for holeins and inthecount corn bags.
    2. The points of the lowest scoring contestant for holein corn bags are subtracted from the points of the highest scoring contestant for holein corn bags. The result is the holein score for the highest scoring contestant. The holein score for the lowest scoring contestant is zero.
    3. The points of the lowest scoring contestant for inthecount corn bags are subtracted from the points of the highest scoring contestant for inthecount corn bags. The result is the inthecount score for the highest scoring contestant. The inthecount score for the lowest scoring contestant is zero.
    4. The holein score for each contestant is added to the inthecount score for each contestant to derive the recorded score for the inning.
    5. In this manner holein and inthe–count corn bags from each contestant or team of contestants are cancelled out and only non cancelled corn bags are counted in the score.

     

     

    Court Dodgeball

    Play will be governed by NADA Dodgeball Rules

    PLAYERS

    1. All players must present a valid UofL student/faculty/staff ID to sign in at every game. NO ID, NO PLAY. NO EXCEPTIONS.
    2. Each team must have a minimum of 5 players to start a game. 5 players will constitute a full team.

    EQUIPMENT

    1. The Intramural Sports office will supply balls and jerseys can be checked out from the SAC equipment desk.
    2. Shoes and shirts must be worn at all times.
    3. Players must remove all jewelry prior to competition. Jewelry includes rubber bands, watches and Livestrong-style bracelets.

    GAME AND SCORING

    1. All games will be played in the SAC basketball courts using the volleyball lines.
    2. A match will consist of seven (7) three-minute games with a one minute break between games. Play will be continuous with no stopping of the clock except for injuries or timeouts. Teams will change sides after each game.
    3. Match winners will be determined in a best-of-seven format; the winning team being the first to win four games.
    4. A coin toss before each match will determine choice of sides to begin the match.
    5. The object of the game is to eliminate all opposing players by getting them OUT.
    6. If the game clock expires before a full team is eliminated, the team with the most players remaining will be declared the winner. If both teams have an equal number of players, overtime procedures will be followed.
    7. Each team is allowed two (2) 30-second timeouts per match.

    THE COURT

    STARTING THE GAME

    1. Prior to the game, an equal number of dodgeballs (3 per side) are placed along the center line on each side of the center hash mark.
    2. Players take a position behind their endline.
    3. Following a signal by the official, teams may approach the center-line to retrieve the balls. Teams may only retrieve balls placed to the RIGHT (as they face the center line) of the center has mark.
    4. A FALSE START will be called if leave their back wall prior to the official start the game. Penalty: Play will be stopped and one ball from the offending team's side will be moved to the opponent's side of the hash mark.
    5. OPENING RUSH
      • Each ball retrieved at the opening rush must first be taken behind the attack line before it may be legally thrown at an opponent.
      • Once the ball is moved beyond the attack line, it may be thrown from anywhere in the confines of the court, short of the center line, including in front of the attack line.
      • The ball may be carried or passed to a teammate behind the line.

    OUTS

    1. An out is scored by:
      • Hitting an opposing player with a LIVE thrown ball below the shoulders.
        NOTE: if a player ducks or takes a position with their head below where their shoulders would normally be when standing (i.e. crouching, kneeling, sitting, diving) and this is clearly the cause for the player being hit above the shoulders, the player is out and the throw is considered legal.>br /> SECOND NOTE: At no time will "headhunting" be allowed. Players will not be allowed to take advantage of an opponent's position and aim for the head.
      • Catching a LIVE ball thrown by your opponent.
      • Causing an opponent to drop a held ball as a result of contact by a thrown LIVE ball.
      • An opposing player stepping over the center line.
      • Interfering with an opponent while you are out.
    2. Once a player is OUT, they must immediately drop any balls in hand and stand outside the boundary lines. A player who is out may not retrieve balls on the opponents side of the midline. They may only play a ball on their side of the midline back to their teammates with their feet if they have at least one foot still in contact with the floor outside the court.

    LIVE BALL

    1. A LIVE BALL is defined as a thrown ball that strikes or is caught by an opposing player without/before contacting the ground, another player, ball, official or other object.
    2. A ball deflecting off a held ball is no longer a LIVE ball. If a ball deflecting off a held ball hits any player or is caught NO out will be recorded.
    3. A LIVE ball deflecting off Player "A" remains LIVE only to Player A and may only be legally caught by Player A.
    4. Per rule three, a player cannot score a "double hit" and knock two players out on one throw. Once a LIVE ball strikes a player, that ball no longer live to the other players, while still being LIVE for the player struck until the ball contacts the floor or another player or object.

    TIE BREAKERS

    If time expires on a game and both teams have an equal number of players remaining, overtime procedures will be as follows:

    1. The first 1 minute overtime period will begin with a minimum of three (3) players from each team. If less than three players remain at the end of a game, players must be added.
    2. The players starting the first overtime may be any rostered players, not necessarily those left after regulation.
    3. To begin all overtime periods, players must first take a position with at least on foot in contact with their attack line.
    4. All overtime periods begin with each team having three (2) balls "in hand."
    5. The official signal will start all overtime periods.
    6. The first team to eliminate any ONE opposing player will be declared the winner.
    7. Their will be no time-outs allowed during an overtime period.
    8. Substitutions may be made prior to the start of any overtime period.
    9. At the end of each overtime period, if no players have been eliminated, an additional player from each team – maximum of 4 – will be placed back into play. If a team does not have a fourth player to take the court the game will end with the team having a full 4 players winning. If neither team has 4 players the game will continue with 3 players
    10. The sudden death format continues through all overtime periods.

    STALLING AND 5-SECOND VIOLATION

    The following procedures are used to prevent "stalling:"

    1. A team trailing during a regulation game must be given the opportunity to eliminate an opposing player. This requires the ball to be at the disposal of the trailing team.
    2. It is illegal for the leading team to control all the balls for more than five seconds.
    3. If the leading team controls all the balls (i.e. all balls are located on their side of the center-line) they must make a legitimate effort to get at least one ball across the attack line and into the opponent's backcourt.

       

    4. PENALTY for 5-Second Violation:
      • First Violation – Stoppage of play and balls will be divided evenly between the teams. Play continues with "ball in hand."
      • Second Violation – FREE THROW for the opposing team.
      • Third Violation – Ejection of one (1) player from the offending team.

      NOTE: The stalling procedure does not apply to overtime periods.

    5. The 5-second count will cease when in the opinion of the official, a ball is at the disposal of the trailing team.
    6. A ball may be considered at a teams disposal without being secured if, in the opinion of the official, players of the trailing team are not making a legitimate effort to secure the ball.

    SUBSTITUTIONS

    1. Substitutions may only be made during time-outs, in the case of injury or prior to the start of a game.
    2. Substitutes may consist of rostered players who did not start the game and players who wish to re-enter after having been declared out.
    3. Following a time-out, play will resume with the same number of players and balls on each side as when time-out was granted.
    4. Co-Rec may not substitute male for female.

    CO-REC

    Co-Rec games will play under the same rules as other divisions with the following exceptions:

    1. Teams may not have more males than females on the court. They may have more females than males.
    2. Males cannot substitute for females.

    FOULS AND MISCONDUCT

    University of Louisville Department of Intramural Sports Sportsmanship Rules and expectations will be strictly adhered to. Anyone unable to adhere to our standards of sportsmanship will be ejected from the game and referred to the Coordinator of Intramural Sports.

    TECHNICAL FOULS

    1. Any player who displays unsportsmanlike conduct will be assessed a technical foul.
    2. Any player receiving a technical foul will be declared OUT and will not be allowed to re-enter the game via substitution.
    3. A player who receives two (2) technical fouls in a match will be ejected from the match and referred to the Coordinator of Intramural Sports.
    4. Any team receiving three (3) technical fouls in a match will forfeit that match.
    5. Officials are not required to warn players before assessing technical fouls, and may eject a player on the first offense if the offense warrants immediate ejection.
    6. Intentional hits above the shoulder will result in an automatic technical foul.
    7. Unnecessary roughness, hits with intent to harm, and foul language will be penalized.

    Poor sportsmanship will not be tolerated. Trash talking, taunting or baiting of opponents is strictly forbidden. Abusive language towards players, spectators, officials, or Intramural staff is strictly forbidden.

    Fall Soccer

    Flag Football

    RULES: The official rules of the National Collegiate Flag/Touch Football rule book published by the National Intramural-Recreation Sports Association will be the guidelines for play with the following exceptions:

    The number of participants needed to play in the men's and women's league is seven, and in the co-rec league is eight. A current U of L ID card must be presented to the supervisor at game time. NO I.D. - NO PLAY

    Game Time: The first game of the night will have a 10 minute forfeit time. The following games have a "forfeit time is game time" policy.

    A team must have a minimum number of players to start a game. The minimum number of players is five for mens and womens and six for co-rec without permission from the opposing captain. For safety reasons, no game will be played with fewer than five or six members.

    EQUIPMENT

    1. Each player on the field must wear a one-piece flagbelt (provided by the Intramural Sports department) at the waistline with three flags permanently attached, one flag on each side and one in the center of the back. The flagbelt must be free of any knots.
    2. Shoes must be soft-soled soccer/football type cleats or cross-country, tennis, or astroturf shoes. NO HARD PLASTIC, LEATHER, OR METAL IS ALLOWED IN THE CONSTRUCTION OF CLEATS OR SHOES. WET TURF SOCCER SHOES (SCREW-IN CLEATS) ARE NOT ALLOWED. Molded one-piece screw-ins with a cleat length of ½" or less are permitted.
    3. The use of headgear, jewelry, shoulder pads, body pads, or any unyielding or dangerous equipment is prohibited. Players may wear a knit or stocking cap and use soft, pliable gloves if they desire. No baseball style caps or bandannas may be worn at anytime.
    4. Tape or bandage on the hand, wrist, forearm, or any other part of the body is prohibited except to protect an injury. Under no circumstances will a player wearing a cast or splint be allowed to play. Braces with exposed metal parts must be covered.
    5. All players must wear jerseys, (shirts), long enough so that they remain tucked in during each down, or cut at least 4" above the flag belt. Each team must wear the same color jersey or shirt, if not, jerseys will be provided.
    6. Belt loops, pockets, exposed drawstrings, or untucked hoods on sweat tops are illegal. Players wearing such illegal equipment will not be allowed to participate until illegal equipment is removed.
    7. Any decision on the legality of any equipment on or being used by a player will be made by the supervisor on duty. His/her decision will be final.

    JERSEYS MUST BE CHECKED OUT WITH THE IM SUPERVISOR BY USING A STUDENT I.D. THE I.D. WILL NOT BE RETURNED UNTIL ALL OF THE JERSEYS HAVE BEEN RETURNED. THE IM DEPARTMENT HAS SPENT A LOT OF MONEY IN ORDER TO PROVIDE TOP OF THE LINE JERSEYS!!!!!!!! IF JERSEYS ARE MISSING, YOUR TEAM WILL NOT PLAY AGAIN UNTIL THE MISSING JERSEY/S HAVE/HAS BEEN RETURNED.

    PLAYING TIME AND INTERMISSIONS

    1. The game will consist of two halves of 20 minutes. The clock will run continuously during the first half, except when a timeout is called, or at the referee's discretion and the clock will run continuously for the first 18 minutes of the second half. During the last 2 minutes of the second half the clock will stop for an incomplete pass, when a player goes out of bounds, on penalties, on a change of possession, on any score, and on first downs.
    2. Half-time will be 3 minutes. The referee shall have discretion to reduce the length of the half-time if conditions deem it necessary.
    3. In case of a tie there will be an overtime period. The two captains will determine the options by a coin flip. The home captain will call the toss. The winner of the toss shall be given options of offense, defense, or direction. The loser of the toss shall make a choice of the remaining option. Teams will alternate choices if additional overtime periods are played. ALL OVERTIME PERIODS ARE PLAYED TOWARD THE SAME GOAL LINE. Each team will be given a series of 4 downs to score. Extra points will be attempted and scored as previously stated. If the defense intercepts the ball and returns it for a touchdown, they will win the game. If it is not returned for a score, the ball will be placed at the 10 yard line. Each team is entitled to one time-out per overtime. The game will continue to be played until a winner is determined.
    4. Mercy Rule: If a team is 19 or 25 for Co-rec points ahead when the referee announces the 2 minute warning for the second half or anytime thereafter, the game shall be over.
    5. Each team will be permitted 2 time-outs per half. These time-outs shall be 1 minute in length and first half time-outs do not carry over to the second half of the game.
    6. The referee may start or stop the game clock whenever, in his/her judgment, either team is trying to conserve or consume playing time by using illegal or unfair tactics.

    THE TOSS AND OPTIONS

    1. Three minutes prior to the start of the game, the referee shall toss a coin, and the visiting team captain shall call the toss. The captain winning the toss shall have choice of options for the first half or shall defer their option to the second half. The options for each half shall be:
      • To choose whether his/her team will be on offense or defense first.
      • To defer his/her options until the second half
      • To choose the goal his/her team will defend. The captain not having the first choice of options for a half shall exercise the remaining option.

    THE GAME

    1. When a first down is gained in a zone, the team in possession of the ball is allowed four (4) downs to move the ball from that point into the next zone.
    2. A team has 25 seconds to put the ball in play after the referee has signaled ready for play.
    3. There is no stripping the ball. If an opponent attempts to take or takes a ball from the ball carrier it is a foul and the ball carrier's team will maintain possession. There are no fumbles. If a ball hits the ground it is dead at the spot where it contacts the ground.

    SPORTSMANSHIP

    1. If a team obtains 3 unsportsmanlike penalties the game will be forfeited.
    2. If any player receives three unsportsmanlike penalties during the season, they will be automatically ejected from the game in which they receive their third unsportsmanlike penalty. The player must then meet with the Coordinator of Intramural Sports, before serving at least a one game suspension. Example: If a player gets an unsportsmanlike penalty in three separate games he would have to sit out at least the next game.

    KICKING THE BALL (Punt)

    1. Prior to a protected scrimmage kick (Punt) the offensive team must make the referee aware of its intentions. After such announcement, the ball must be kicked.
      Exception: If a) a Team A or B time-out is called, or b) a foul occurs anytime prior to or during this down after Team A captain's decision which results in the kicking team having the right to repeat the down again, the referee must ask the Team A captain whether or not he/she wants a protected scrimmage kick and communicate this decision to the Team B captain.
    2. Neither K nor R may advance beyond their respective scrimmage line until the ball is kicked. Note: All scrimmage line rules regarding the snap, stance, false start, minimum line players, motion and shift apply to protected scrimmage kicks.
    3. Kicking the Ball: After receiving the snap, the kicker must kick the ball immediately and in a continuous motion. If a kicker drops the ball, it is considered a fumble, and the ball becomes dead at the spot.

    THE BALL MAY HIT THE GROUND (untouched by R) AND MAY BE RETURNED BY R!

    SNAPPING THE BALL

    1. The player who receives the snap from the center must be at least 2 yards behind his/her scrimmage line. The snapper shall pass the ball back from its position on the ground with a quick and continuous motion of the hand(s).
    2. The offensive team must have a minimum of 4 players on the line of scrimmage at the time of the snap. A player in motion is not counted as one of the 4 or 5 on the scrimmage line.
    3. If on the snap, scrimmage kick, or any other circumstances the ball is fumbled, it is immediately dead, at the spot, upon hitting the ground. No advancement can be made by either team. A fumble going out of bounds without hitting the ground remains in possession of the fumbling team at the spot where the ball was fumbled or wherever the ball went out of bounds.
    4. Team Players are responsible for retrieving the ball after a down has ended. Officials are not responsible for retrieving the ball. The offensive team may take the ball to the huddle after each play.

    PASSING THE BALL

    1. All players are eligible to touch a forward pass after it is thrown. The passer may catch his/her own forward pass provided it has been touched by another player first.
    2. If a legal forward pass is caught simultaneous by members of opposing teams, the ball is immediately dead upon returning to the ground and belongs to the offense.
    3. A forward pass is a live ball thrown towards the opponent's goal line. A backward pass is a live ball thrown parallel or backwards. The initial direction of the pass will determine whether or not the ball is backwards or forwards.
    4. It is illegal to attempt to steal the ball while in player possession. Once a player has obtained possession of the ball, his/her opponent must play the flag, not the ball.
    5. Defensive players must not contact the passer at anytime during or after the play. They may only go for the flag. Rushers may try to deflect the ball, but they may not contact the passer even if the ball is deflected. If the defender contacts the passer, it is considered roughing the passer.
    6. Only one foot must touch inbounds in order for a pass reception to be considered legal.

    SCREENING AND RUSHING

    1. Screen blocking is legally obstructing an opponent without using any part of the body to initiate contact with him/her.
    2. The offensive screen block shall take place without contact. The screen blocker shall have his/her hands and arms at his/her side or behind his/her back. Any use of the hands, arms, elbows, legs, or body to initiate contact during an offensive player's screen block is illegal. A blocker may use his/her hands or arms to break a fall or to retain his/her balance.
    3. Defensive players must go around the offensive player's screen block. The arms and hands may not be used as a wedge to contact the opponent. The application of this Rule depends entirely on the judgment of the official. A rusher may use his/her hands or arms to break a fall or retain his/her balance.
    4. These actions are judged similarly to the block/charge call in basketball.

    SCORING AND POINT VALUE

    Touchdown 6 points< br/> Safety 2 points< br/> Extra Points 1 point from 3 yards< br/> 2 points from 10 yards< br/> 3 points from 20 yards

    CO-REC RULES: The official rules of the National Collegiate Flag/Touch Football rule book published by the National Intramural-Recreational Sports Association will be the guidelines for play.

    1. Each team must have four males and four females on the field at all times. You may drop as low as three and three. If you have seven players, you may have four men and three women or four women and three men.
    2. Each team must have five players on the line on offense and punts.
    3. A male player cannot advance the ball past the line of scrimmage.
    4. During offensive possession, there may not be more than one consecutive forward pass completion from a male to a male.
    5. Touchdown values: female scores = nine points, female throws a pass for a touchdown to anyone = nine points, male score = six points.

    Floor Hockey

    Teams

    1. Each team shall consist of 6 players, including a goalie.
    2. A team may play with 4 players.

    Equipment

    1. No jewelry is allowed.
    2. Players must wear rubber-soled shoes. No dress shoes, flip-flops, or sandals.
    3. The goalie must wear the provided mask. He or she may also use the glove provided.
    4. Teams must be wearing contrasting colors. If they are not, they may check out jerseys from the equipment room.

    Length of Game

    1. Each game will consist of 3, 8-minute periods
    2. Each team will be allowed 1, 1-minute timeouts per game.
    3. If a team is up by 6 at the 5 minute mark during the third period a mercy rule will be enforced.
    4. A tie at the end of the game will be followed by a shootout. The shootout will involve 3 players for each team.

    Face-Offs

    1. Will occur at the start of each period at half-court and after a goal is scored.
    2. When the ball/puck leaves the court or is lodged in the doorframe, a face-off will occur at the nearest corner of the court.
    3. After a penalty is called, there will be a free shot by the opposing team from the point where play stopped.

    Free Play

    1. Either team can substitute at any time
    2. Goalies must be substituted at dead play situations
    3. All players must play the ball and not the player.
    4. The goalie is protected when the ball is secured.
    5. A goal is scored when the ball completely crosses the goal line.
    6. Players can not use their hand to advance the ball. They can stop it in mid-air and drop it to the floor.
    7. After a save, the goalie can pass to their team-mate, but that team-mate must clear the puck behind their goal.

    Penalties

    1. All minor penalties will result in a 1-minute sit out. All major penalties will result in a 3-minute sit out, along with a free-shot from the free-throw area.
    2. Minor penalties include tripping, and holding any of the players. High sticking will also be a minor penalty, which is defined as the stick passing the player's waist.
    3. Major penalties include, checking, unsportsmanlike conduct, fighting, and slashing. Any major penalty can also result in being ejected from the game.

    Free Throw

    1. To compete for All Campus Points in the Fraternity, Women's Closed and Campus Divisions, each team must have a minimum of five participants shoot free throws.
    2. All participants (Men's and Women's Divisions) will shoot 15 free throws. In the event of a tie for first place, the team's top 3 scorers for men / top 2 for women will shoot an additional 10 free throws.
    3. Team scores for All Campus points will be based on the top 5 scorers for men and top 3 for women.
    4. The divisions will be as follows:
      • Fraternity
      • Women's closed
      • Men's open
      • Women's open

    Golf

    1. To compete for All Campus Points in the Fraternity Division, each team must have a minimum of two participant's complete nine holes.
    2. USGA rules apply
    3. Play it up One (1) club length anywhere through the green
    4. May improve lie, but not position
    5. Score cards must be signed by all four (4) players in the group.
    6. Ties are broken by score card playoff
    7. Shirts are awarded to individual and team winner

    Grad Basketball

     

    Halloween Basketball

    Kickball (Women's and Men)

    Current A.S.A. Softball Rules will govern kickball with the following emphasis and modifications:

    1. Shoes must be worn by all players. NO metal cleats are allowed.
    2. Teams are composed of 10 total players; a game can be started with a minimum of 6 players.
    3. Each lineup must have 10 people in it. Each spot left unfilled will be an automatic out. These spots can be spread throughout the lineup.
    4. Home/Visitor will be decided by a coin toss conducted by the program coordinator.
    5. A half inning will consist of 3 outs. A game will consist of 5 innings and a 50 minute time limit.
    6. The offensive team, team at kick, will supply the pitcher. There will be one pitch unless it is fouled off, and then the kicker will receive another pitch. If fouled off again, the kicker will be out.
    7. A player will be ruled out if they kick two fouls, get hit by the ball from the shoulders or below before reaching the base, a pop fly is caught, or if the base runner is off of the base before the ball is put into play by the kicker. EXCEPTION: a player who is not in a regular standing/running position and is hit in the face/head will be ruled out! (Ex. bending down to avoid getting hit or the runner falling down)
    8. A runner who leaves the base before the pitch reaches home plate or is hit, is out and the ball is dead. Leading off and stealing bases between pitches is not allowed.
    9. A 30ft. bunt line will be applied. A kicked ball that does not cross this line will be considered a bunt unless fielded by the defense before coming to rest in front of the bunt line. Bunting will not be permitted and is a dead ball and an automatic out.
    10. No infield practice is allowed after the first inning.

    Putt Putt Golf

    1. All Golfers must be checked in by 5:00pm on the day of play
    2. Rules of the course must be observed. On hole number 18, there is not a stroke penalty if the ball does not go up the hill.
    3. A participant is allowed to use his or her own putter.
    4. The tournament will consist of each individual completing 18 holes.
    5. There will be 5 divisions: Fraternity, Women's Closed, Campus, Men's Open, and Women's Open. There will be individual and team winners in each division.
    6. To be eligible for All-Campus Points Divisions, an organization must have the required number of players complete 18 holes:

      • Fraternity – 5
      • Women's Closed and Campus – 3

      Low scores will determine individual and team champions.

    7. Each player will be grouped with individuals from other teams. Each individual will be responsible for keeping the scorecard of a participant from another team. To verify each person's score at the completion of 18 holes, each individual must sign two scorecards: their own scorecard and the scorecard they kept for the opponent's score. The scorecard must then be turned in to the tournament supervisor.
    8. In case of tie: There will be a three-hole playoff followed by sudden death playoff to break any ties. In case of a tie in team scores, the two players with the lowest scores from each team will participate in a playoff, using lowest combined score. Each playoff will begin on the first hole and continue in order.
    9. Substitution deadline: NOON on April 13th. NO EXCEPTIONS.
    10. Each division will play on one of the three courses. This will be determined on-site at the beginning of play.

    Location: 5720 Bardstown Road in Fern Creek

    Racquetball

    1. Divisions of Competition: Fraternity, Women's Closed, Campus, Men's Open, Women's Open, and co-rec.
    2. Maximum number that a fraternity team can have play for points is 5 for singles and 3 for doubles. All others will be put in the Campus Division. To compete for all campus points an organization must have at least Two players in singles and One team in doubles.

    3. Official USRA Rules will govern play. Preliminary round matches will consist of 1 game to 15 points, win by two, with a cap at 20. All Final 4 matches will be 2 out of 3 games. The first two games will be played to 15, and the third game (if necessary) will be to 11 points. Players will officiate their own matches. The tournament will be single elimination.
    4. Winners of the matches must report the results/scores to the supervisor in charge and make sure it gets correctly placed on the tournament bracket.
    5. The supervisor on duty will check out racquets and balls to players at the time of their match. Players are responsible for returning racquets and balls to the supervisor. Failure to do so will result in a forfeit.
    6. Service: the players will lay for service to determine who serves first.
    7. Each player is allowed one 60-second time-out per game.
    8. Eye guards are mandatory and must be worn at all times during play. They may be checked out at the equipment room with your ID.
    9. Players are not allowed to switch the racquet from hand to hand. The safety strap must be worn at all times.
    10. Substitutions can be made until noon on the friday before the event. Defaults can be made until 4:00pm on the friday before the event.
    11. Once play begins, players are responsible for being present at the calling of their match. Failure to be present at the calling of their match will result in a forfeit.
    12. All participants must have a validated UofL student ID.

    Sand Court Volleyball

    RULES: The official rules of the USVBA will be the guidelines for play with the following exceptions:

    1. The number of participants needed to play is four.
    2. Game Time: GAME TIME IS FORFEIT TIME.
      **A team must have the minimum number of players to start a game. The minimum number of players is two. There is a ten-minute forfeit time for the first match of the night. After the first match, game time is forfeit time.
    3. Uniforms: Each team is urged to wear shirts of one distinguishable color.
    4. Game Format: The winner of 2 out of 3 games wins a match. Scoring will be rally point to 20, must win by two, capped at 25. Third game will be rally to 15, and cap at 20.
    5. Subs must be made when play is stopped.
    6. Each match has a 45 minute time limit. Clock will stop on timeouts.
    7. NO JEWELRY IS ALLOWED.

    CO-REC RULES:

    1. The game will be played by two teams of four players, two males and two females.
    2. The serving order and positions on the court will alternate male and female.
    3. A team may begin a game with two players (one male and one female). A team may play with five (3) players (either 1 male and 2 females or 1 female and 2 males).
    4. If a team hits a ball more than twice on its side of the net, both sexes must touch the ball before the ball is returned to the opposing team.
    5. Substitutions will be made when play is stopped.
    6. Substitutions must be made on a male-for-male and female-for-female basis.

    THE SERVICE:

    1. At the instant the ball is hit for service, the server shall not have any portion of the body in contact with the end line, the court or the sand outside the lines marking the service area.
    2. A service is considered a fault when: the ball touches the net; the ball passes under the net; the ball touches a player of the serving team; or the ball lands outside the opponent's player area.
    3. The team which receives the ball for service shall rotate one position clockwise before serving.

    THE NET:

    1. No part of the body, arm, or hand may pass over the top of the net during play except on the block.
    2. There is no center line under the net. A players' body may partially or completely pass under the net into the opponents' court. An interference occurs only if the opponent is hindered in playing the ball.
    3. An interference results in a side-out or point in favor of the hindered team.
    4. No contact with the net or cables which attach the net to the standards is allowed.
    5. Incidental contact with the standards is allowed but a player may not attempt to support themselves or catch their balance on the standards.
    6. The ball must pass over the net entirely between the standards or their invisible indefinite extensions

    ILLEGAL HANDLING OF THE BALL

    1. The ball must clearly rebound off the players body.
    2. Double-Hits are only allowed when playing a hard driven ball. Double-Hits are illegal while setting the ball.
    3. A Held Ball (any time the ball comes to a visible rest) is illegal. This may occur while digging the ball, lifting the ball to change direction, or setting.

    Sports Trivia

     

    •    To compete for Points in the Fraternity Division, each team must have a minimum of two participants. A full team will consist of 5 members.

    •    No electronic devices (cell phones, laptops, tablets, etc.) can be out during the competition.

    •    Format consists of a team test followed by a single elimination playoff.

    •    Team test portion- Each team has 45 minutes to take a 45 question test- scores calculated to determine seeding.

    •    Single elimination playoff- Head to head format. First team to answer 7 questions correctly advances. In the semis and finals, the first team to 13 correctly advances.

    Soccer

    Play will be governed by NFHS Soccer Rules

     

    PLAYERS

     

     

    1. Each team must have a minimum of 6 players to start a game.  Eight players (including goalie) will constitute a full team.
    2. Substitutions may occur when the ball goes over the end-lines, or if your team has a throw in on the sideline.  You may not substitute on the other team’s throw-ins.

     

    EQUIPMENT

     

     

    1. The Intramural Sports office will supply balls and jerseys can be checked out on the fields.
    2. Goalies must wear a contrasting color.
    3. Dangerous equipment is not allowed.  Metal cleats are prohibited.  Officials will inspect equipment before each game and will disqualify all illegal equipment.  Officials’ decisions are irreversible.
    4. No players shall wear pants/shorts with pockets or belt lopes.  Players must also remove all jewelry prior to competition.

     

    GAME AND SCORING

     

     

    1. All games will be played at Intramural and SGA Parkway Fields.
    2. A game will consist of two, twenty minute halves with a three minute half time.  Play will be continuous with no stopping of the clock except for injuries or timeouts.  Teams will change goals at halftime.
    3. A coin toss before each game will determine choice of goal or possession.

    TIE BREAKERS

     

     

    A.    If at the end of regulation play, the score remains tied, the winner is determined by a penalty kick tie-breaker.

     

    B.    All players on the field must remain on the field and no other players are allowed on the field at the end of regulation time when the game is ended in a tie.

    1.  The winner of the coin toss elects to kick first or last.
    2.  Each team will receive 5 penalty kicks (taken alternately).  The team that scores the most points will win.
    3. If necessary, the penalty kicks will continue after the initial series of 5 on a sudden-death basis: The first team to score an unanswered goal wins.
    4. A different player will take each kick and only players who are on the field at the end of regulation are eligible to kick in the tie-breaker.  
    5. Once the entire roster of players is completed, the initial kicking order will be repeated.
    6. For a goal to be scored, the ball must pass entirely over the goal line.
      FOULS AND MISCONDUCT

     

     

    Direct free kick: A direct free kick is awarded to the opposing team if a player commits any of the following six offenses in a manner considered by the referee to be careless, reckless or using excessive force:

     

    1. Kicks or attempts to kick an opponent.
    2. Trips or attempts to trip an opponent.
    3. Jumps at an opponent.
    4. Charges an opponent.
    5. Strikes or attempts to strike an opponent.
    6. Pushes an opponent.

     

    A Direct Free Kick is also awarded to the opposing team if a player commits any of the following five offenses:

     

    1. Tackles an opponent to gain possession of the ball, making contact with the opponent before touching the ball.  All Slide Tackling is PROHIBITED (automatic Yellow or Red if deliberate)
    2. Holds an opponent.
    3. Spits at an opponent.
    4. Handles the ball deliberately (except for the goalkeeper within his/her own penalty area).
    5. Talks in an offensive manner toward the referee, the spectators or the Rec Sports supervisors. (Automatic Red Card)

    A direct free kick is taken from where the offense occurred.

     

    A penalty kick is awarded if any of the above ten offenses is committed by a player inside one’s own penalty area, irrespective of the position of the ball, provided it is in play.

    Indirect Free Kick is awarded to the opposing team if a player, in the opinion of the referee, commits any of the following three offenses:

     

    1. Plays in a dangerous manner.
    2. Impedes the progress of an opponent (obstruction).
    3. Prevents the goalkeeper from releasing the ball from his/her hands.

     

    An indirect free kick is also awarded to the opposing team if a goalkeeper, inside his/her own penalty area, commits any of the following three offenses:

    1. Touches the ball again with one’s hands after it has been released from one’s possession and has not touched any player.
    2. Touches the ball with one’s hands after it has been deliberately kicked back to him/her by a teammate.
    3. The goalkeeper takes more than 6 seconds to release the ball from his/her possession.
    4. The indirect free kick is taken where the offense occurred.

    CONDITIONS OF FREE KICKS

     

     

    All free kicks except penalty kicks may be taken as soon as the ball is paced on the ground and /or has come to a complete stop.

     

    Members of the opposing team must be at least 7 yards from the ball at the initiation of the kick.

     

    The kicker may not touch the ball two consecutive times.

    Indirect Free Kicks

     

    A goal can be scored on an indirect free kick only if the ball subsequently touches another player before it enters the goal.

     

    f an indirect free kick is kicked directly into the opponents’ goal, a goal kick is awarded.

     

    If an indirect free kick is kicked directly into the team’s own goal, a corner kick is awarded to the opposing team.

     

    Direct Free Kicks

     

    A goal is scored if the ball is kicked directly into the opponent’s goal.

    If a direct free kick is kicked directly into the team’s own goal, a goal is awarded to the opposing team.

     

    On a Direct or Indirect Free Kick inside your own penalty area:

    1. The ball is in play when it is touched by the player.
    2. The free kick MUST be taken from where the foul or infraction occurred.

     

     

    On an Indirect Free Kick inside your opponents’ penalty area:

     

    All opponents must be 10 yards from the ball unless they are on their own goal line between the goal posts.

     

    Goal Kick

    A goal kick is awarded when:

    1. The whole of the ball passes over the goal line to the sides of the goal posts.
    2. The ball must clear the penalty area before touching another player and opposing   players MUST be outside of this area.
    3. Failure of the ball to clear the penalty area will cause the kick to be retaken.

     

    Corner Kick

     

    A corner Kick is awarded when:

    1. The whole of the ball passes over the goal line to the sides of the goal posts.
    2. The direct free kick is taken from the corner nearest where the ball went over the line. Opposing players must be alt least 10 yards away from the ball.

    Penalty Kick

     

    A penalty kick is awarded against a team which commits one of the following ten offenses for which a direct free kick is awarded, inside its own penalty area and whiles the ball is in play.

    1. The defending goalkeeper must remain on the goal line, facing the kicker, between the goalposts until the ball has been kicked.
    2. Players other than the kicker MUST be outside the penalty area.
    3. Infractions by the defense either allow the kick to be retaken or the goal to be scored.
    4. Infractions by the kicker or his/her teammates results in the kick being retaken if it goes in the goal, or play continues if the goal does not go in the goal.

    All players MUST remain outside the goal box until the ball is touched.

     

    Drop- Kick

     

    This is a kick begun by a referee who drops the ball between two opposing players. They may kick the ball once it has hit the ground.

    Taken because of:

    Conflict penalties or injury time-out.


     THE THROW-IN

     

     

    A throw-in put the ball into play once the ball has crossed the sidelines.

    Opposing team of player who last touched the ball throws in the ball. Both feet must be behind the line and on the ground. Both hands are used equally, taking the ball all the way behind and over the head before throwing. An illegal throw-in turns the ball over to the other team to be put into play by another throw-in.

     

    A goal cannot be scored directly from a throw-in.

     

    The thrower cannot touch the ball again until it has been touched by another player.

     OFFSIDE

     

    A player is in an offside position if he/she is nearer to the opponent’s goal line than both the ball and the second last opponent.

     

    A player is not in an offside position if:

    • He/she is in their own half of the field of play.
    • He/she is level with the second last opponent.
    • He/she is level with the last two opponents.
    • He/she is in an offside position but is not participating on the play.

     

    A player in an offside position is only penalized if, at the moment the ball touches or is played by a teammate, that player is, in the opinion of the referee, involved in active play by:

    • Gaining an advantage by being in that position.
    • Interfering with the play.
    • Interfering with an opponent.

     

    There is no offside offense if a player receives the ball directly from:

    • A goal kick
    • A throw-in
    • A corner kick

    CONDUCT OF PLAYERS AND SPECTATORS.

     

     

    All participants and their spectators are expected to act in a sporting manner. Abusive behavior or fighting will not be tolerated. Yellow and red card rules will be in effect.

    A player is cautioned and shown the yellow card if he/she commits any of the following seven offenses:

    1. Is guilty of unsporting behavior.
    2. Shows dissent by word or action.
    3. Persistently infringes the laws of the game.
    4. Delays the restart of play.
    5. Fails to respect the required distance when play is restarted with a corner or free kick.
    6. Enters or re-enters the field without the referee’s permission.
    7. Deliberately leaves the field without the referee’s permission.

     

    When a player accumulates two yellow cards in the same game, he/she will be suspended from all Intramural activities until he/she meets with the Coordinator of Intramural Sports.

     

    A player is sent off and shown the red card if he/she commits any of the following seven offenses:

    1. Is guilty of serious foul play.
    2. Is guilty of violent conduct.
    3. Spits at an opponent or any other person.
    4. Denies an opponent a goal or goal scoring opportunity by deliberately handling the ball.
    5. Denies an obvious goal scoring opportunity to an opponent moving towards the player’s goal by an offense punishable by a free kick of penalty kick.
    6. Using offensive, abusive or insulting language.
    7. Receives a second caution (yellow card) in the same game.
    8. If he/she commits a foul being the last defender nearest to the goal.

     

    When a player receives a red card, their team will finish the game one player down and that player will be suspended from all Intramural activities until he/she meets with the Coordinator if Intramural Sports. Receiving two cards during the course of a season shall result in expulsion form the league and possible suspension from all intramural sports for the academic year.

     

    Teams are responsible for the behavior of their bench and fans. Officials shall be permitted to penalize the bench for abusive behavior. Yellow and red card rules will be in effect for the bench. If a team’s fan or bench receives a red card, they will remove one player from the field.

     

     

    Softball

    Players

    • A person can only play for one team.
    • Teams must have at least seven (7) players to begin a game. If a team can only field 8 or 9 players, the remaining spots are outs. There is an Extra Batter (11 batter), which there must be a completed full lineup at game time.
    • Team managers are responsible for the conduct, actions, and eligibility of their players and spectators.
    • Any individual ejected from a game is automatically suspended from play until he or she meets with the Coordinator of Intramural Sports for reinstatement.
    • No smoking or consumption of alcoholic beverages is allowed on or around the playing field. Violators will be dealt with accordingly.
    • Each team is responsible for providing a scorekeeper for each game they are scheduled to play.

    Times

    • A regulation game shall consist of 6 innings or 55 minutes, whichever comes first.
    • A new inning may not begin if there is less then 5 minutes left on the clock.
    • Forfeit time is 10 minutes after the scheduled time for the first game of the day only. All other games forfeit time is game time.
    • Three (3) complete innings shall constitute a legal game.
    • Mercy Rule- 15 runs after 3rd inning; 10 runs after 5th inning.

    Equipment

    • The Intramural Sports Department will provide bases, balls, and catcher's mask.
    • Metal spikes and bare feet are not allowed, and neither are sandals or flip-flops.
    • Shirts must be worn by participants at all times.
    • Jewelry is not allowed.

    It is the manager's responsibility to make sure that his or her team practices good sportsmanship while participating!

    Swim Meet

    1. To be eligible for all campus points: Fraternity and Campus Points men's teams must have a minimum of five participants. Women's Closed teams must have a minimum of three participants.
    2. There must be a minimum of three entries to have an event.
    3. Each race will be timed by hand. Winners will be calculated on the basis of time for all events.
    4. Each swimmer will be limited to three events. Relays do not count as an event.
    5. Each organization will be limited to three entrants per event. In relays, each organization will be limited to one team.
    6. Official NCAA rules will govern the meet.
    7. Scoring:

      Relay Points All Others
      1st 14 7
      2nd 10 5
      3rd 8 4
      4th 6 3
      5th 4 2
      6th 2 1
    8. The order of stroke for the Medley Relay events will be as follows: Backstroke, Breaststroke, Butterfly, and Freestyle.
    9. The order of stroke for the Individual Medley events will be as follows: Butterfly, Backstroke, Breaststroke, and Freestyle.
    10. Practice sessions can be held during normal recreational swim hours.
    11. Eligibility is as stated in the Intramural Handbook.

    Table Tennis

    1. Divisions of Competition: Fraternity, Women's Closed, Campus Points, Women's Open, Men's Open, and Co-Rec.
    2. Minimum players to qualify for all points divisions will be 2 singles participants and 1 doubles team for each organization.
    3. Maximum players per organization in all points divisions will be 5 singles participants and 3 doubles teams.
    4. Play will be governed by the rules of the U.S. Table Tennis Association.
    5. Games will consist of 1 game played to 21. You must win by 2 points, with a cap of 30. Until the final four, which will be best 2 out of 3 games to 21, win by 2, with a cap of 30.
    6. There are no "skunks" games (i.e. 7-0, 11-1). Games must be played to the full 21 points as required.
    7. Participants must serve 5 complete serves before relinquishing the serve to the opponent. Even when the server has reached their 20th point, if they have not served 5 times they must complete their serve rotation. Doubles must serve across the mid table line in order to have a valid serve.
    8. On the serve, the server must toss the ball into the air, without spinning the ball. Contact between the paddle and the ball must be made in the air and behind the service line (edge of the table).
    9. Winners are responsible for returning their scores to the event supervisor.

    Team Handball

     

    Rosters   
    Games will be played with 6 players from each team on the field of play (5 and a goalie).  Teams may play with a minimum of 4 players.

    Substitutions
    Substitutes may enter play at anytime without notifying a referee or scorekeeper similar to hockey granted that the person being replaced is off the court through the mid-court substitution area by the time the substitute enters the play.  Goalies may also be exchanged as long as the new goalie has a different colored jersey than the other players and the old goalie has the same color jersey as the rest of the team if remaining in the game. 

    Playing Court
    The area enclosed by the 6 meter line is called the goal area or the "circle". Only the goalie is allowed to stand inside the goal area. However, an offensive or defensive player may be in the air over the circle as long as their take off was from outside the goal area line. The player cannot interfere with play in any way after landing in the goal area and must exit in the shortest route possible. The 7 meter line or penalty line is used for a major penalty.

    Duration of the Game:
    The game is played in two 15 minute halves (running time) with a 2 minute intermission. Each team will receive be one 45-second time out PER GAME. Time will stop for injuries or other major interruptions, as determined by the referees. During preliminary rounds, all games will end at the end of regulation play. During the playoffs, if at the end of regulation play, the game is tied, a 5-minute sudden death overtime period will be played until a winner is determined.  If still tied, a shootout with take place.

    Beginning the Game:
    A coin is flipped to determine who will have possession of the ball. Following the official's whistle, the game is started at center court by a throw-off (a pass to a teammate). The same procedure is followed after each goal is scored, with the team which conceded the goal executing the throw-off. The defensive team must begin play behind the basketball foul line extended.

    Goal Area:
    Only the goalie is allowed to stand inside the goal area. If any offensive player is in the goal area or on the line, with or without the ball, a free throw is awarded to the opponent’s goalie and the goal does not count. If the defense is in the goal area at the time of a shot, a free throw is awarded. Offensive players are only allowed to enter the goal area to attempt a shot (provided their last step was from outside the dimensions of the goal area). The player, after his shot, must leave the goal area as quickly as possible. Players may not pass the ball back to their own goalie inside the goal area AT ALL. Additionally, the goalie may dribble the ball back into the goal area if he or she first handled it outside the goal area. The goalie will be allowed to handle the ball outside the area as a field player all he or she wants to. Any infraction of this will result in a free throw for the opposing team 1 meter outside the goal area.

    Playing the Ball:

    A player is allowed to run 3 steps with the ball or hold it for 3 seconds. A player is not allowed to play the ball with the legs below the knee. There is no limit on dribbling the ball, however a 5-second stalling call may be made, similar to basketball, if the controlling player is not attempting to advance the ball at all. Additionally, double dribbles, self-passes and palming the ball are also violations. Players are not allowed to dive to play the ball. All these infractions will result in a free throw for the opponents.

    Defending the Opponent:
    A player is allowed to use the body to obstruct an opponent either with or without the ball. However, using the arms or legs to obstruct, push, hold, trip, or hit is not allowed. The offensive player is not allowed to charge into a defensive player (a free throw is awarded).

    Throw-In:
    A throw-in is taken if the ball goes out of bounds on the side line. The defense must be 3 meters (10') away when the ball is passed in bounds. The player taking the throw-in must have at least one foot on the side line. The throw-in must be an overhand throw, and must be made with only one hand. A violation will result in a throw-in for the other team. A throw-in is taken down in the area of the nearest corner when a defensive player (excluding the goalie) is the last to touch the ball as it goes out of bounds over the goal line.

    Out of Bounds:
    If the ball goes out over the side (all the ball passes completely over) then the other team is awarded a throw-in as explained above. If the goal keeper directs it over the back line when saving the goal then it is still the goal keepers (unlike soccer). If the defenders direct it over the back line in blocking a shot then it goes back to the attacker. If the attacker misses and throws it over the back line then they lose it of course and it’s a goal throw.

    Referee's Throw:

    A referee's throw is taken when the ball touches anything above the court, or the game has been interrupted with an infringement of the rules and neither team is in possession of the ball. The execution is basically a jump ball.

    Goals:
    Goals may be scored from all formal throws (i.e. throw-in, throw-on, etc.)
    Penalty Throws and Free Throws:

    A - A penalty throw is given when an offensive player is fouled and the referee feels that the offense had a sure chance to score when fouled. (The officials follow the "advantage" rule: if a team fouled against is able to retain the advantage, play continues without a penalty.) A penalty throw is taken from the penalty line. The thrower must keep one foot in contact with the line and the other behind it. The goalie must remain positioned on the goal line until the ball is thrown. All players (excluding thrower and goalie) must remain outside of the goal area and the thrower must exit the area as quickly as possible.

    B - A free throw is given for all other fouls and infringements of the rules, similar to a violation in soccer. THE FREE THROW IS TAKEN IMMEDIATELY, without the referee handling the ball, from the place the violation occurred. The defense must remain 3 meters away. The thrower must have one foot continuously in contact with the court and must make a throw or pass within 5 seconds. The "advantage" rule applies to free throws also.

    Personal Penalties:
    Unsportsmanlike conduct or fouls such as pushing, hitting, and holding may result not just in a free throw (or penalty throw) for the opposing team, but also in a caution or a disqualification to the player by the referee. If a second caution is given to a player, the player may be suspended for 2 minutes from the game and the team must play short, plus a possible disqualification from the game. A third suspension of the same player may result in an automatic disqualification from the game.

    Mercy Rule:
    If a team is winning by 7 or more goals with 5:00 or less left in the game, the game will end.

    Tennis Doubles

    1. Divisions: Fraternity, Women's Closed, Campus, Women's Open, Men's Open, Co-Rec.
    2. To compete for All-Campus points each organization must have a minimum of 2 teams and a maximum of 5. Each organization should rank its teams. This will enable the intramural sports department to better structure the tournament. If your organization has more teams that want to participate, they will be placed in the open or campus division.
    3. All matches will be an 8 game pro set (first one to eight games, win by two) with a twelve point tie breaker until the finals. Finals matches will be best 2 of 3 sets to 6 points.
    4. Each team will provide a new can of tennis balls. Before each match a new can will be opened and the other can will remain sealed. The winner of the match will take the unopened can on to their next match. If a player does not bring a new can of balls to the match, they put up $3.00 for a new can or forfeit.
    5. The Intramural Sports Department reserves the right to combine, or make whatever changes are necessary to accommodate playing times of the participants.
    6. Substitutions will be taken up to noon on Friday.
    7. Defaults will be taken up to 4:00pm on Friday

    Tennis Singles

    1. To compete for All-Campus points each team must meet the minimum requirement of participants:
      Fraternity Division must have a minimum of 3 players and can enter a maximum of 5.
      Women's Closed: 2 min / 4 max.
      Campus Points: 2min / no max.
    2. All matches will be an 8 game pro set (first one to eight games win by two) with a twelve point tie breaker. Finals will be best two of three sets with a twelve point tie-breaker.
    3. Each player will provide a new can of tennis balls. Before each match a new can will be opened and the other can will remain sealed. The winner of the match will take the unopened can on to their next match. If a player does not bring a new can of balls to the match, they must put up $3.00 for a new can or forfeit.
    4. RANK your Players!! Each organization must rank its players. This will enable the intramural sports department to better structure the tournament.
    5. The Intramural Sports Department reserves the right to combine, or make whatever changes are necessary to accommodate playing times of the participants.
    6. Substitutions will be taken up to noon on Friday.
    7. Defaults will be taken up to 4:00pm on Friday.


    Track Meet 

    1. The meet will be held at the new Cardinal Park Track. All competitors must be ready by 5:45. The meet will start at 6:00 PM sharp. * Throwing events will be held at Parkway Throwing area and will start at 3:00 PM * Throwers may check in and begin throws anytime between 3:00 and 3:30 PM.
    2. National Federation rules will govern the meet with the following exceptions;

      Each contestant shall be limited to a total of 3 running events (including relays)
      Bare feet are not allowed. Proper attire and appropriate equipment is required.
      Any undergraduate who has earned a letter in track or cross-country for a collegiate team is ineligible.

    3. An organization will be limited to 3 entries per event and 1 relay team per event.
    4. Scratches and changes are due by Monday, September 14th at noon.
    5. Organizations must have a minimum of 6 members participate to be eligible for all campus points.
    6. Field events will consist of 3 attempts in each event.
    7. Final results for all running events will be done by comparative times.
    8. Order of events: Women's heats will be first in all events. Field events will be conducted simultaneously with running events. Contestants will be allowed to leave a field event to participate in a running event.

      4 X 100 Meter Relay
      1600 Meter Run
      4 X 200 Meter Relay
      400 Meter Run
      100 Meter Sprint
      800 Meter Run
      200 Meter Sprint
      4 X 400 Meter Relay

    9. Scoring:

      Relays Individual
      1st 10 7
      2nd 8 5
      3rd 6 4
      4th 4 3
      5th 2 2
      6th 1 1

    Tug-O-War

    1. Equipment
      • Gloves and adhesive surfaces are allowed
      • Turf shoes or rubber cleats will be allowed. Bare feet, sandals, flip-flops, or metal spikes will NOT be allowed.
    2. Players
      • Men's teams will consist of no more than 11 participants.
      • Women's teams will consist of no more than 6 participants.

      (Roster limit of 15 per team for Men's and 10 per team for Women's)

    3. Guidelines
      • The time limit for each pull will be two (2) minutes. If the contest is not decided on the first pull, there will be a five-minute rest until the second pull.
      • At the start of each pull, the flag will be placed in the middle of the twenty-foot zone.
      • A pull shall be won when the flag is pulled over their own side line or any portion of an opposing team member's foot goes beyond the center line.
      • Members of each team should not willfully touch the ground with any part of the body other than the feet. The judge may disqualify a team for such actions.
      • Format will be a double elimination tournament
      • Teams should check in prior to the starting time.

    Turkey Trot

    1. The Women's race will begin at 12:00. The Men's race will begin at 12:15.
    2. The distance will be: Women - 1 Mile and Men - 2.4 miles
    3. To compete for All Campus Points in the Fraternity Division, each team must have a minimum of five (5) runners complete the race. To compete for All Campus Points in the Women's Closed division, each team must have a minimum of two (2) runners complete the race.
    4. A team will consist of the first 2 runners to cross the finish line for the women and the first 5 runners to cross the finish line for the men.
    5. The team with the lowest total score will be the winner in each division. Example: If an organization (Women) had its top 2 runners finish 4th and 10th, then their score would be 14.
    6. Team trophies will be given to the winning teams in each division. Intramural Champion T-Shirts will be awarded to the individual race champions and to the scoring members of the winning teams in each division.
    7. Team captains, coaches, or runners will be responsible for picking up numbers in the Intramural Sports Office, SAC E-102, before 11:30 am on the day of the race.
    8. Course maps and directions will be distributed and discussed at the manager's meeting.

    Ultimate Frisbee

    1. Ultimate is a non-contact sport played by two seven-player teams. The object of the game is to score goals. The disc may only be moved by passing, as the thrower is not allowed to take any steps. Any time a pass is incomplete, intercepted, knocked-down, or contacts an out-of-bounds area, a turnover occurs, resulting in an immediate change of possession of the disc. A goal is scored when a player successfully passes the disc to a teammate in the end zone which that team is attacking.
    2. Spirit of the Game: Ultimate has traditionally relied upon a spirit of sportsmanship which places the responsibility of fair play on the player himself. Highly competitive play is encouraged, but never at the expense of the bond of mutual respect by the players, adherence to the agreed upon rules of the game, or the basic joy of play. Protection of these vital elements serves to eliminate adverse conduct from the ultimate field. Such actions as taunting of opposing players, dangerous aggression, intentional fouling, or other "win at all costs" behavior are contrary to the spirit of the game and must be avoided by all players.
    3. Each half lasts eighteen (18) minutes of continuous time.
    4. Length of Game

      Game to goals: A standard game is played until one team's number of goals scored first reaches or exceeds 15, the game total, with a margin of at least two goals.

      Current scoring attempt: The scoring attempt in progress. A scoring attempt begins when the previous goal is scored and ends when a subsequent goal is scored.

      Caps: Maximum score limits imposed before or during a game to limit the time required to declare a winner. The game ends when one team's score first reaches the cap.

      A soft cap is a maximum score limit imposed before the event.

      A time cap is a maximum score limit imposed during a game once a predetermined time of play has elapsed and after the current scoring attempt is completed.

      A hard cap is the ending of the game once a predetermined time of game has elapsed and after the current scoring attempt is completed. If the score is tied, the teams play until one additional goal is scored.

      The team with the most goals at the end of the game is the winner.

      Halftime occurs when one team first reaches, or exceeds, half the game total. Halftime lasts ten minutes.

      Overtime occurs when the score is tied at one goal less than the game total wherein the winning score will exceed said game total. Play continues until a two-goal margin, or a cap, is achieved, (Example: In a game to 15 goals, overtime occurs when the score reaches 14-14 and the minimum winning score is determined to be 16).

    5. A goal is worth 1 point.
    6. Each team is permitted two time-out per game. A time-out may be called by either team after a goal and before the ensuing throw-off. During play, only the person with possession of the disc can call a time-out (30 seconds).
    7. Each team time-out lasts 60 seconds
    8. Once both teams have signaled readiness, only the offensive player who has established possession of the disc and a pivot can call a time-out. The player must form a "T" with one hand and the disc and audibly say "time-out". The time-out begins at the moment the first of these actions is performed. The thrower must then place the disc on the ground at the pivot spot.
    9. When play resumes after a time-out:

      All offensive players must establish a stationary position by the end of the time-out and the defense has up to twenty seconds to check the disc into play.

      The players on the field at the time of the time-out must return to play unless an injury time-out has also been called.

      The player who had possession restarts play with a check at the spot of the pivot and the marker resumes the stall count with the word "stalling" followed by the last number uttered prior to the time-out plus one.

      If the team in possession has no has time-outs remaining and a player in possession of the disc attempts to call a time-out, it is a turnover. To avoid confusion, there is a stoppage of play and a check on the disc

    10. Substitutions can be made only:

      After a goal and before the substituting team has signaled readiness.
      Before the beginning of a half.
      To replace injured players, or players with hazardous/illegal equipment.
      If a team replaces players, the opposing team has the option of substituting a like number of, or fewer, players.

    11. Starting and Restarting Play
      Start of the game:
      Representatives of the two teams fairly determine which team first chooses from the following options:
      To receive or throw the initial pull; or
      Which end zone they wish to initially defend.
      The other team is given the remaining choice.
      The second half begins with an automatic reversal of the initial choices (mirror) of the initial choices.
      If only one team fails to signal readiness for the start of a scheduled game, the game is a forfeit.
      GAME TIME IS FORFEIT TIME, NO EXCEPTIONS! A 10 MINUTE GRACE PERIOD IS ALLOWED FOR 1ST GAME OF THE NIGHT.
    12. Pull:
      Play starts at the beginning of each half and after each goal with a pull.
      The pull consists of one player on the pulling team throwing the disc to the opposing team.
      Each time a goal is scored, the teams switch the direction of their attack and the team that scored pulls to the opposing team.
      The pull may be made only after the thrower and a player on the receiving team raise a hand to signal that team's readiness to begin play. Each team must have a minimum of two players and a maximum of seven players in order to signal readiness.

      Positioning before the pull
      The players on the pulling team are free to move anywhere in their end zone, but may not cross the goal line until the disc is released.
      The players on the receiving team must stand with one foot on the goal line they are defending without changing position relative to one another.
      As soon as the disc is released, it is in play and all players may move in any direction.
      If either team fails to maintain proper positioning before the pull, the other team may audibly announce "Off-sides" and a re-pull ensues. The call must be made immediately.

    13. Time between pulls:

      The maximum time allowed between the scoring of a goal and the ensuing pull is ninety seconds.
      The receiving team has up to forty-five seconds to signal readiness.
      The pulling team has up to fifteen additional seconds to prepare its defense and pull the disc.

    14. Substitutions can only be made after a goal, because of injury, or at the beginning of a half.
    15. Fouls are the result of physical contact between opposing players. A foul can only be called by the player who has been fouled and must be announced by immediately calling out the word "Foul" when the foul occurs.
    16. Traveling: 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.
    17. A thrower may not catch his/her own thrown disc.
    18. Only one marker is permitted to guard the thrower. The defender may call out a stall-count of ten seconds, but must count slowly in a loud, clear voice.
    19. No player on the throwing team may touch the pull in the air before it is touched by a member of the receiving team. To do so is a violation, and the receiving team may immediately request a re-pull.
    20. Throw-off: On a throw-off, the receiving team must catch the disc or let it hit the ground. If a player on the receiving team attempts to catch the disc and drops it, a turnover occurs, and the throwing team takes possession.
    21. Overtime: If a game ends in a tie, an overtime period of 3 minutes will be held. If the game remains tied, this overtime period will go directly to sudden death with no stoppage of play
    22. End Zone Possession

      If a team gains possession in the end zone which it is defending following a turnover, the player taking possession must make the immediate decision to either:
      Put the disc into play at the spot of the disc, (to fake a throw or pause after gaining possession commits the player to put the disc into play at that spot); or Carry it directly to the closest point on the goal line and put it into play at that spot. If this option is chosen, the player taking possession must put the disc into play at the goal line. Failure to do so is a travel.

      If a player catches a pass from a teammate in the end zone which they are defending, that player does not have a choice of advancing the disc to the goal line.

      If a team gains possession other than by interception of a pass in the end zone which it is attacking, the player taking possession must carry the disc directly to the closest spot on the goal line and put the disc into play from there.

    23. Throwing Fouls:

      A throwing foul may be called when there is contact between the thrower and the marker. The disc in a thrower's possession is considered part of the thrower.

      A throwing foul results in a turnover only if the continuation rule applies.

      Although it should be avoided whenever possible, incidental contact occurring during the follow-through (after the disc has been released) is not sufficient grounds for a foul, unless the contact constitutes harmful endangerment.

    24. Receiving Fouls:

      A receiving 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 before, 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 and thereby interferes with that opponent's attempt to make a play on the disc, that player has committed a foul.

      If a receiving foul occurs and is uncontested, the player fouled gains possession at the spot of the infraction. If the call is contested, the disc reverts to the thrower. If an uncontested foul (with the exception of a force-out foul [XV. H]) occurs in the end zone being attacked by the fouled player, the player fouled gains possession at the spot on the goal line closest to the location of the infraction.

      The Principle of Verticality: All players have the right to the space immediately above them. Thus, a player cannot prevent an opponent from making an attempt on a pass by reaching over an opponent. Should contact occur before the outcome of the play is determined, it is a foul on the player restricting the vertical space.

    25. Blocking fouls:

      When the disc is in the air, players must play the disc, not the opponent. A player may not move in a manner solely to prevent an opponent from taking an unoccupied position via an unoccupied path.

      Contact resulting from playing the opponent is a foul on the blocking player.

      If adjacent opposing players simultaneously vie for the same unoccupied position, the contact is considered incidental and is not a foul.

      When the disc is not in the air, players may not take a position that is unavoidable by a moving opponent when time, distance, and line of sight are taken into account. Contact resulting from a player taking an unavoidable position is a foul on the blocking player.

      Strip: No defensive player may touch the disc while it is in possession of an offensive player. If a defensive player initiates contact with the disc, and the offensive player loses possession as a result, it is a strip. A strip is handled in the same manner as a foul, but an uncontested strip in the end zone is a goal.

    26. Picks:

      No offensive player may move in such a manner to cause a defensive player guarding a receiver to be obstructed by another player. Obstruction may be the result of contact with, or the need to avoid, the offending player. To do so while the obstructed defensive player is within three meters of the receiver is a "pick".

      In the event of a pick:
      The obstructed player must immediately call "Pick" loudly.
      The obstructed player is allowed to recover the relative position lost because of the pick.

    Volleyball

    RULES: The official rules of the National Federation Rules Book will be the guidelines for play with the following exceptions:

    1. The number of participants needed to play is six.
    2. Game Time: GAME TIME IS FORFEIT TIME.
      **A team must have the minimum number of players to start a game. The minimum number of players is four. There is a ten-minute forfeit time for the first match of the night. After the first match, forfeit time is game time.
    3. Uniforms: Each team is urged to wear shirts of one distinguishable color.
      Pennies are available in the equipment room)
    4. Shoes: No black-soled shoes are allowed on the gym floor. No hiking boots or combat boots!
    5. Game Format: The winner of 2 out of 3 games wins a match. Scoring will be rally point to 20, must win by two, capped at 25. Third game will be rally to 15, and cap at 20.
    6. Subs must be made when play is stopped.
    7. Each match has a 45 minute time limit. Clock will stop on timeouts.

    CO-REC RULES:

    1. The game will be played by two teams of six players, three males and three females.
    2. The serving order and positions on the court will alternate male and female.
    3. A team may begin a game with four players (two men and two women). A team may play with five (5) players (either 3 men and 2 women or 3 women and 2 men).
    4. If a team hits a ball more than once on its side of the net, both sexes must touch the ball before the ball is returned to the opposing team.
    5. Substitutions will be made when play is stopped.
    6. Substitutions must be made on a male-for-male and female-for-female basis.
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