Individual sports rules
Badminton rules
- When the leading scorer reaches 11, players must switch sides in the third game.
- Each person can only hit the shuttle once to get it over.
- You can only make contact with the shuttle after it has crossed the net. You may not reach over the net and hit the shuttle.
- The shuttle may hit the net if it goes over and your racket can not touch the net.
- A rally is won when a shuttle is hit over the net onto the floor of the opponent’s court.
- A rally is lost if the shuttle is hit into the net or over the net and outside of the court's lines. It also is lost if it is hit before it crosses the net or hits the clothing or body of the player.
- Players that do not show up in the time allotted will forfeit their matches that day.
- The mercy rule is being up 11 points at any point in the game, at which point that game will be called.
- There will be a coin flip to determine who serves first.
- The server and receiver stand in opposite service courts and is on the right handed side at the start of the game.
- The receiver must stay still until the shuttle is hit.
- A shuttle on the line is considered “in.”
- The player who wins the point serves. If the receiving team wins the rally, the score does not change and the service changes (unless playing with rally scoring).
- The player must change serving sides each point. When the server's score is even, they start in the right side. When the server's score is odd, they start in the left side.
- The shuttle must pass the serve line on the opponent’s side.
- The winner of the previous game serves first.
- In doubles, the serving order is the server, the receiver, the receiver's partner and finally the server's partner.
- The serve must be underhanded.
- The serve is a “let” if the shuttle hits the net or falls apart. These do not count.
- Scoring will be rally scoring up to 21 with a cap of 30.
- The winner of a set wins. A set consists of 3 games.
Basketball rules
Number of players
A minimum of four (4) players will make up a team. Each team needs a minimum of four (4) players to start each game. After the start of a game, the number of players on the court can be as low as four (4). If a team drops below four (4) players for any reason other than injury, they will automatically forfeit the game.
Men/women/open
The minimum number of starters is four (4), with a maximum of five (5). All player info must be listed on the game scoresheet before they will be placed on the official roster.
Uniforms
Players are required to have a dark or white shirt with a number on the back or jerseys supplied by Fitness and Recreational Sports.
Substitutions
Substitutions are allowed on any dead ball play or a time-out. When making a substitution, the player must notify the official at the scoring table prior to entering. A player may not substitute at will and must be motioned in by the officials. An illegal substitution will result in a technical foul.
Mercy rule
If a team is winning by 30 points or more with 5 minutes or less left in the game, then the game will be called a mercy. If a team is winning by 15 points or more with 2 minutes or less left, continuous clock applies. If at any point a team is up 50 points or more, that game will be called at that point. A team up by 20 or more points can not full court press.
Free throw lane
Players may enter the key upon release of the ball when a free throw is being shot. There are four defensive players and two offensive players allowed to set up during the free throws. Additional players must be behind the 3-point arch and free throw line extended. All other players cannot enter the lane until the ball has contacted the rim.
In-bounding
Teams will have five (5) seconds to in-bound the ball. Ball must contact another player offensive or defensive before the player inbounding the ball can touch it again.
Closely guarded players
When a player is closely guarded, they will have five (5) seconds to dribble or pass the ball. If they fail to do this within the five (5) seconds allowed, a whistle will blow, and possession will go to the opposing team. Closely guarded is anytime an offensive player with the ball does not make forward progress and the defensive player is within an arm’s length away.
Dunking rule
Dunking is permitted; however, hanging on the rim is not allowed. Violating this rule will result in a technical foul and the two points disallowed, with an automatic ejection from the game and a potential one (1) semester ban from Fitness and Recreational Sports. This may also be placed on your student ID card with a permanent ban from intramurals.
Live and dead balls
The ball becomes live when:
- It leaves the referee’s hand for the jump ball
- It is at the disposal of the thrower for a throw-in
- It is at the disposal of the free thrower for a free throw
The ball becomes dead or remains dead when:
- A goal is scored
- A held ball occurs, or a ball becomes lodged between the backboard and ring or comes to a rest on the top of the basket
- A player or team control foul occurs
- Time expires, an official blows their whistle, or a non-player or non-team control foul occurs in all of these cases
- EXCEPT when:
- A try or tap for a field goal or free throw is in flight
- A free-throw violation by the throwing team occurs
- A violation occurs
Out of bounds
A player is out of bounds when:
- They contact the floor or any other object other than a player/person on or outside a boundary line
The ball is out of bounds when:
- It is contacted by a player, person, the floor, or any object outside a boundary
- It contacts the supports or back of the backboard, the ceiling, or the overhead equipment/supports
ALL RULES NOT EXPLICITLY STATED WILL FOLLOW NFHS RULES.
Players
Teams will consist of five (5) players in the following manner: three (3) women and two (2) men. A team must play with 3 women the entire game. A team must have at least 3 female identifying players present (dressed and ready to play) in order to start a game. If at any time a team has less than 4 players total (e.g., as a result of ejection or foul out), that team will default the remainder of the game, regardless of the score. Teams will be allowed to find a substitute for injured players.
Scoring
Female points are scored regularly. Male field goals inside the 3-point line will be worth 1 point; those outside the 3-point line will be worth 2 points.
Opening tip
Female identifying players are the only players that can participate in the opening tip to start the game.
Blocking
Male identifying players may not block female identifying players shots while in the paint. The result will be a foul and if excessive a technical foul.
Ball
A women’s (28.5) ball will be used unless otherwise agreed on by the captains. They can decide if they want to play with a men’s or women’s ball if both are available.
Clock
There will be two 20-minute halves. The clock will stop under the last two minutes of each half for all dead ball situations unless the mercy rule is enforced. The clock will not stop on made baskets under two minutes.
Overtime
If the game is still tied at the end of regulation, the teams will play another five (5) minutes with a continuous clock, with clock stopping under one (1) minute. There will only be one (1) overtime during the regular season.
After the first overtime (only in playoff), a 2-minute overtime will be played. Each team will also be given one (1) more timeout. Teams will continue to shoot at the basket that they were going towards in the second half. (Any timeouts that were left from regular game time will not carry over into overtime).
Timeouts
Each team will be given three (3) timeouts per game. Timeouts will not carry over into overtime. Any player on the court can call a timeout when their team has possession of the ball or during a dead ball situation. In overtime, each team will be given one timeout for each overtime period. Timeouts will not be carried over from the regulation game.
The team captain/manager is a vital link between the Fitness and Recreational Sports staff and their team.
Responsibilities of the captain/manager include, but are not limited to:
- Organizing team members and registering the team on .
- Ensuring all participants that will be part of the team are registered on IMLeagues and have joined the team’s roster.
- Checking the eligibility of all players.
- Attending any scheduled rules meetings or playoff meetings that may occur throughout the season.
- If the captain cannot attend the scheduled meetings, an alternate representative must be assigned for that meeting.
- Relaying all rules, policies and procedures to the team.
- Accepting responsibility for the conduct of team members before, during and after all Intramural events.
- Notifying team players of the date, time and place of all games.
- Periodically checking IMLeagues for any updates, schedule changes or important information.
- Evaluating the program and officials when requested.
- Keeping their spectators under control (no profanities, discouraging the opposing team, comments to the Fitness and Recreational Sports Department, and so on). The spectators for your team can affect the eligibility of your team.
- READING THROUGH THE INTRAMURAL HANDBOOK AND UNDERSTANDING ALL ASPECTS OF INTRAMURAL SPORTS.
Fouls
Each player is allowed up to five (5) fouls. When the fifth foul is called that player is no longer eligible to play in the remainder of the game. A team total of fouls will also be kept. When a team reaches a total of seven (7) team fouls in one half the other team will be awarded one-and-one free throw situation. When a team accumulates ten (10) fouls in one half, the other team is awarded two free throws. Second half fouls will carry over in overtime situations.
Flagrant fouls
Flagrant 1
Any of the stated fouls are considered intentional:
- If the player does not make an attempt to play the ball
- If excessive contact occurs
- If it is premeditated, or if it is designed to keep the clock from starting
The penalty is an automatic 2 points awarded to the offended player and the ball is awarded to the offended team at the spot of the foul.
Flagrant 2
If any of the above fouls are considered outside the scope of basketball, the player will be EJECTED from the game. The penalty is an automatic 2 points awarded to the offended player and the ball is awarded to the offended team at the spot of the foul.
Technical and fragrant fouls
Any player receiving a technical foul will cause the opposing team to gain two (2) points and possession of the ball. Technical fouls will also count as a personal foul. Any player receiving two (2) technical fouls will be ejected from the game. Ejection from any game will result in a meeting with professional staff before being able to play in Intramurals again. Technical fouls include, but are not limited to, the following:
- Unsportsmanlike conduct
- Too many players on the court
- Delay of game
- Disrespectfully addressing or contacting an official or gesturing in such a manner as to indicate resentment
- Using profanity or vulgarity; taunting, baiting or ridiculing another player; or pointing a finger at or making obscene gestures toward another player
- Purposely obstructing an opponent's vision by waving or placing hand(s) near his/her eyes
- Intentionally or flagrantly contacting an opponent
- Any form of dunking (as it is against building policy). If a player dunks, hangs on a rim, or grabs and hangs on the net, this constitutes immediate ejection.
- Fighting
- Any action deemed inappropriate by officials and IM staff.
Violations and penalties
- For the following violations, a throw-in will be awarded to the offended team out of bounds at the location closest to the violation:
- Throw-in violations include:
- Leaving the designated throw-in spot.
- Handing the ball inbounds; carrying the ball onto the court.
- Throwing the ball directly into the goal without being touched by another player inbounds.
- The opponent reaching through the out-of-bounds boundary.
- Taking more than five seconds to release the ball.
- Travel:
- A player holding the ball may not move a foot or feet in excess of the limits prescribed.
- Kick:
- A player may not kick or strike the ball with any part of their leg or foot.
- Illegal Dribble:
- A player may not dribble a second time after their first dribble has ended unless the player has lost control due to a try for goal, touch by an opponent, or pass or fumble that has been touched by another player.
- A player may not palm or carry the ball during a dribble.
- Three Seconds:
- When the ball is in the frontcourt, an offensive player may only be in the lane for three seconds. An exception may be made for a player who has been in the lane for less than three seconds and dribbles or moves immediately to try for a goal.
- 10 Seconds:
- The offensive team has 10 seconds to move the ball from the backcourt to the frontcourt when possession is gained or regained in the backcourt.
- Backcourt:
- If the ball travels from the frontcourt to the backcourt, the team in control of the ball shall not be the first team to touch the ball in the backcourt.
- Closely Guarded:
- When a player is legally guarded by a defensive player within 5 feet, that player shall not hold the ball for five seconds or dribble for 5 seconds.
- Excessive Swinging of Elbows:
- A player may not excessively swing their elbows. This violation may also result in ejection if deemed appropriate.
- Free-throw violations have different penalties dependent upon which team committed the violation:
- If the throwing team enters or leaves a marked lane space or the shooter enters the lane prior to the release of the ball, the ball becomes dead and the next free-throw is attempted or the ball is awarded to the opposing team out of bounds if there are no remaining free-throw attempts.
- If the non-throwing team enters or leaves a marked lane space prior to the release of the ball, the free throw shall be re-attempted if the throw is unsuccessful.
- The player attempting the free-throw(s) as well as the players outside of the 3-point arc may not enter the lane prior to the ball contacting the rim or backboard.
Box cricket rules
- Captains are the only players allowed to speak with the umpire in case of any objection.
- Runs scored in the power play will be doubled at the end of the over.
- If a batter fails to take the power play, the last over will be a power play over.
- The batter should take care that there is no damage made on the basketball court on purpose. This can result in elimination from the match and the entire IM league.
- No runs will be allotted on a dead ball. The bowler will have to re-bowl the ball.
- The umpire’s decision will be called as final decision.
Players
- A team must have all 6 players to start and continue a game.
- If a team does not have 6 players to start the game, they will automatically receive an out.
- If both teams fail to show up with 6 players on time, the game will be a double forfeit.
- The team player lineups should be reported by the captain to the scores table before the start of the game.
- No substitutions will be allowed once the game starts or during the game.
- There can only be a maximum of 6 players on the field.
Batting
- A team will consist of 6 players and will not be allowed to substitute once the game starts.
- When a batter gets out, the next batter will come into play. No batter can bat again once they are out in that game.
- A single batter will be allowed to play the remaining overs after all the other batter are out.
- The batter won’t be allowed to retire on his own. They will need to get out for the next batter to come in.
- The captain will be allowed to choose the batting power-play.
- The power player must be announced at the start of the over.
- The batter standing on the opposite end of the batter cannot run until the ball is bowled.
- If the bowler stumps the non-strike wicket and batter is out of crease the batter will be called out without any warnings.
- Batter cannot cover all three stumps before the bowler bowls.
- If a batter switches his stance from a Left-hand Batter to a Right-Hand Batter or vice versa there will be no leg side wide ball called.
- If a fielder is standing in the line of the wicket, it will be called a No-Ball when the batter claims it to the leg umpire.
- If the batter tries to hold the bat in an illegal way during the play, they will be called OUT.
- A ball hit directly to the back boundary in the air will result in 6 runs.
- If the ball reaches the back boundary on the bounce or roll, it will result in 4 runs.
Bowling
- An inning consists of 6 overs per side.
- The same bowler cannot bowl for 2 consecutive overs, and may not exceed 2 total overs as bowler.
- The bowler should bowl 6 legal balls to complete an over. Once a bowler bowls the first ball, they cannot be changed and has to complete the over
- The bowler should specify the side of bowling at the start of the over. Failure to do so will result in a No-Ball.
- The bowler has to stay on both feet while delivering the ball, with the release above shoulder level.
- Bowlers may not bend their elbow. Must use straight arm overhead.
- Out of bounds is a Re-bowl, and is defined using field and court markings.
- Once the bowler is defined and the batter takes the batting power play, the bowler cannot be replaced.
- Full toss ball above the waist height is a No-Ball.
- One bounce above the shoulder is a No-Ball, no warnings.
Fielding
- There is an all-time field restriction of 2 infielders between the batter and bowler, and 2 outfielders behind the bowler.
- Failure in the above field placement will result in a No-Ball.
- Fielders won’t be allowed to have a run start before the ball is bowled.
- Failure in the above field placing will result in a No Ball.
- If a ball is caught on the boundary and there is contact between the boundary and the fielder it will be termed as 4 runs or 6 runs.
- A match will consist of 2 innings.
- Each inning is made up of 6 overs.
- To complete an over, the bowler must complete 6 good balls.
- The game can end in a tie, except in the playoffs.
- If the match is tied after 2 innings in a playoff game, an additional inning with only 3 overs each will be played.
- Games will last 45-min after
- The intramural staff will provide a scoreboard, scorekeeper and officials.
- The cricket bat, balls, wickets and stumps will all also be provided.
- For safety and injury prevention, no jewelry is allowed to be worn during games. If it is for religious purposes, it must be covered and not exposed.
- Closed-toe shoes must be worn.
Indoor
- Any ball that goes on the track directly is OUT, even if it hits any obstacle of the roof and goes to the track.
- If the ball hits the roof obstacles, the ball is considered in play. If a catch is taken after the ball hits the roof obstacles, the same is considered out. This includes the basketball board and guard rail surrounding the track.
- If a ball bounces off the side wall, the batters are free to take a run as there are no specific runs allotted after hitting the side walls.
- If the ball goes through the open space between the partition and wall and onto the other side of the court, then one run should be added to the end of the play.
Outdoor
- For the outdoor league, any ball that leaves the IM playing area either on another field or the streets will result in an out.
- A ball hit behind the batter and outside the boundary line results in an out.
- A ball hit that exits on the sideline in front of the bowler’s wickets counts as 2 runs.
- A ball hit that exits on the sideline past the bowler’s wickets counts as 1 run.
Extras
- Extras are runs scored by means other than when the ball is hit by a batter.
- Extras are not credited to any batter, and are recorded by the scorer separately. The total number of runs for the innings is equal to the sums of the individual batters' scores and the extras.
No ball
- The bowler must bowl each ball while keeping both his feet on the ground. The umpire at that end calls "no ball" immediately. The batter may play and score runs as usual, and may not be out by any means except run out, handle the ball, hit the ball twice, or obstructing the field. Further, if the batter does not score any runs from the ball, one run is added to the batting team's score. A no-ball does not count towards the bowlers six bowls.
Wide ball
- If the bowler bowls the ball far to one side or over the head of the batter, so making it impossible to score, the umpire will signal the ball as a wide. This gives the batting team one run and the bowler must re-bowl the ball.
Ways of getting out
- Caught: If a fielder catches the ball within the boundary after the batter has hit it, they are caught out. However, if the fielder catches the ball, but either during the catch or immediately afterwards touches or steps over the boundary, the batter is awarded 6 points.
- Bowled: If the batter misses or does not attempt to hit the ball and the ball hits and breaks the wicket directly from the bowler's delivery, then batter is out. They are also bowled out if the ball breaks the wicket after deflecting from their bat or body.
- Stumped: If a batter misses the ball and in attempting to play it steps outside the crease, and the wicket-keeper gathers the ball and breaks the wicket with it before the batter returns to the crease.
- Run Out: If a batter is attempting to take a run, or to return to his crease after an aborted run, and a fielder breaks that batter's wicket with the ball while he is out of the crease they are out. The fielder may either break the wicket with a hand which holds the ball, or with the ball directly. It is possible for the non-striker to be run out if the striker hits the ball straight down the pitch towards the non-striker's wicket, and the bowler deflects the ball on to the wicket while the non-striker is out of his crease. If the ball is hit directly on to the non-striker's wicket, without being touched by a fielder, then the non-striker is not out. If the non-striker leaves his crease while the bowler is running up, the bowler may run him out without bowling the ball. Batters cannot be run out while the ball is dead - so they may confer in the middle of the pitch between deliveries if they desire. In case of double run outs during the same play, the one who was out first will be dismissed since it is a dead ball immediately after the first player gets run out.
- Hit Wicket: If, in attempting to hit a ball or taking off for a first run, the batter touches and breaks the wicket, with the bat or any piece of the batter’s equipment.
- Hit the Ball Twice: If a batter hits a delivery with his bat and then deliberately hits the ball again for any reason other than to defend his wicket from being broken by the ball. If the ball is bouncing or rolling around near the stumps, the batter is entitled to knock it away to avoid being bowled.
- Hitting out of bounds: If the batter hits the ball in the designated out of bounds area then they are out. Refer to the modifications for specification on what is out of bounds.
Flag football rules
General rules
- Games will consist of two twenty-minute halves.
- The intermission between halves shall be no more than five minutes.
- The visiting team captain will have a choice of “heads” or “tails before the coin/game puck toss. Captain options:
- To defer their option until the second half
- To start on offense or defense
- To defend a specific goal
- Clock time can be started and stopped, and additional time can be added at the official/referee’s discretion if needed.
- If the defense commits a penalty on the last play of the half or game, the offense will receive another play.
Equipment
- Flags must be clipped Under no circumstances can flags be tied or hidden under clothing.
- Flags must be worn with a flag positioned on the left, right, and back of the player.
- No metal spikes of any kind may be worn on the turf fields. Only standard type gymnasium shoes or soft rubber field shoes will be allowed.
- Both teams will wear colored jerseys/scrimmage vest with numbers provided by the intramural sports program. Jerseys are to be returned to the officials after the game with the flags used during gameplay.
- If teams have their own jerseys, they must be appropriate and meet the standards of the intramural sports policy for jerseys/shirts.
Number of players
The minimum to start the game is (six) 6 players. If at any point of the game a team drops below(six) 6 players the game is called.
Touchdowns
After any score the ball shall be place in play at the opposing teams 14-yard line, unless moved by penalty. Touchdowns are 6 points (9 points in CoRec). Ball must cross plane to be considered a touchdown
- However, a touchdown is scored if the defender physically tackles a runner within ten yards of the goal line.
Extra points
After a touchdown is scored the scoring team has three options for the PAT; a team may try for the extra point by either running or passing from either the three (3), the ten (10) OR THE TWENTY-YARD (20) LINE.
- Option 1 = Score from the 3-yard line. Conversion = 1 pt.
- Option 2 = Score from the 10-yard line. Conversion = 2 pts.
- Option 3 = Score from the 20-yard line. Conversion = 3 pts.
- All extra point attempt plays are live-ball plays.
- The defensive team may intercept a pass and score for 3-points
Safety
- When a safety is scored (2 points) the ball belongs to the scoring team at their own 14-yard line.
Timeouts
Each team is allowed 4 one-minute timeout per game. Only 3 timeouts can be carried into the second half.
Substitutions
Players may substitute at any time between downs provided they are ready to play, and have signed in and had their ID checked.
Overtime
Tie Games – Regular Season Play
- Regular season games that end in a tie will only play out one (1) overtime period.
- If the first team that is awarded the ball scores, the opponent will still have an opportunity to try for a score. (same rules apply in post season).
- If during the extra period a team loses possession of the ball before they complete the four plays, the attempt is over (same rules apply in post season).
- If the score is still tied after one (1) overtime period, play will not proceed. A tie score will be recorded as such on IMLeagues.com.
Overtime (for post season play ONLY)
- Post-season games that end in a tie will be played out in overtime periods.
- Overtime periods consist of a series of four (4) downs by each team.
- If the score is still tied after one (1) overtime period, play will proceed to a 2nd period or as many as needed to determine a winner.
- Unless moved by a penalty, each team will start first and goal from the twenty-yard line.
- Teams will be granted one time out for each overtime period, but cannot carry over timeouts from pervious overtime periods (if you don’t use it, you lose it).
One, two- and three-point PAT attempts will be in effect during overtime play.
Starting the play
The first and second half will begin with the ball placed on the 14-yard line. There will be no kickoffs.
- First half= The clock will run continuously for the full 20 minutes of the half.
- Second half= The clock will run continuously for the first 18 minutes of the half. With approximately 2 minutes remaining in the game the Referee shall stop the clock and inform both captains of the playing time remaining in the half. The clock will then start on the snap.
Clock will not stop if the point difference is 17 points.
The clock will stop for a:
- Incomplete legal or illegal forward pass- starts on snap.
- Out-of-Bounds- starts on the snap.
- Safety- starts on the snap of the next play
- Team time-out- starts on the snap
- First down- dependent on the previous play.
- Touchdown- starts on the snap (after the try)
- Penalty and administration- dependent on the previous play (Exception-Delay ofgame-Starts on snap)
- Referees timeout- starts at his/her discretion
- Touchback- starts on snap
- Team A is awarded a new series- Dependent on the previous play
- Either team is awarded a new series following a legal kick- starts on snap
- Inadvertent whistle- starts on the ready.
The snap
The snapper shall pass the ball back from its position on the ground with one quick and continuous motion. The ball does not have to pass the ball between the legs. Both of their feet must be behind the offensive scrimmage line.
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- Following the ready whistle, no defensive player may break the plane of the restraining line until the snap
- No offensive player shall make a false start or any movement that indicates the start of play
- The player receiving the snap must be at least 2 yards behind the scrimmage line. NO DIRECT SNAPS
Line of scrimmage sets
All players are subject to motion, position and illegal procedure rules.
- The offense must have at least 4 players not in motion on their scrimmage line at the snap. There is no requirement for defensive players
- The offense must bring all players within 15 yards of the ball at some point after the ready to play whistle and prior to the snap.
- One player may be in motion, but not forward, at the time of the snap.
- Following a huddle or a shift, all offensive players must come to a complete stop for one second prior to the snap
- Defensive line must be at least 1 yard back from the line of scrimmage (neutral zone) prior to the snap.
- The neutral zone will be determined by the use of two-disc cones (Yellow and Orange), only to be moved by the officials.
Passing the ball
All players are eligible to touch or catch a pass. Backwards passes are unlimited.
- A pass is any exchange of the ball that involves airtime. This can be forward or backward, overhand pass, or any other toss or flip of the ball
- Only one forward pass may be thrown per scrimmage down, but NOT on kicks, punt, or interceptions.
- These passes are illegal- when the passer’s feet are beyond the line when the ball leaves the hand, the ball is intentionally grounded, the passer catches their own untouched pass, when there is more than one forward pass during a scrimmage down, if a forward pass is thrown after a change in team possession.
- A player may pass the ball backward at any time. NOTE: Backwards passes that hit the ground in a play are dead at the spot. Backward passes that go out of bounds belong to the offense unless the ball goes out of bounds behind a goal line, and then the play will result in a touchback or safety.
- The pass begins when the ball is released from the passers hand. The ball is dead if the passer is deflagged before the initial release.
- The initial direction of a pass determines whether a pass is forward or backwards.
- If the opposing players catch a forward or backwards pass simultaneously, the ball becomes dead, is considered a complete pass, and belongs to the offensive team at the spot.
- Interceptions in a team’s own end zone may be advanced out or downed for a touchback.
- Momentum rule: When a Team B player intercepts a forward pass, backwards pass , fumble, or catches a legal kick between his/her 5 yard line the goal line, and his/her momentum carries him/her into the end zone and becomes dead, the ball is placed at the spot where possession is gained.
Pass receiving
- The receiver must have at least one foot inbounds when receiving a passed ball. NO bump and run defense is allowed at any point in time.
- It is illegal participation if a receiver (or any eligible receiver/team player) goes out of bounds and returns in bounds during the down to participate, unless blocked out of bounds by an opponent.
- If a player is blocked out of bounds by an opponent, and returns during the down, he/she shall return at the first opportunity.
- During the down, no player shall intentionally go out of bounds and return to the field, intentionally touch the ball, influence the play, or otherwise participate.
Hands off
Any player may hand the ball backward or forward at any time behind the line of scrimmage.
- If the ball is tossed or there is time between the ball and the catch, then passing rules apply.
Ball can only be thrown forward once but unlimited amounts of backwards passing.
Fumbles
- All fumbled balls, which touch the ground, will be called dead immediately at the spot of the fumble.
- No planned loose ball plays, (i.e. "fumblerooski").
Ending the play
- The whistle blows. (On inadvertent whistles, the team may replay the down or take the ball at the spot.
- It goes out if bounds.
- Any part of the runner’s body other than a hand or foot touches the ground. Ball in possession is considered part of the hand.
- After any score.
- Any punt comes to rest on the ground and no player attempts to secure it, or a muff hits the ground.
- A forward or backwards pass or snap hits the ground. (Dead at spot on backwards pass and snap)
- The flag belt is removed illegally (if the belt falls off, one hand touch between the shoulders and the knees)
- If a player or ball from an adjoining field interferes with the result of a play the official shall stop play and offer the team in possession the option of repeating the down or taking the ball at the spot of the interruption.
Flag removal
- A player in possession of the ball is considered down when the flag is pulled free.
- The ball will be spotted where the BALL is at when the flag belt is broken.
- No forward motion is considered in placing the ball down.
- When any part of the ball carrier's body contacts the ground, the ball is down. Players are allowed to brace themselves with one hand touching the ground. Once a knee hits the ground, the ball is dead.
- If the flag of the ball carrier is inadvertently lost, or the player has no flags, they will be downed by a one-handed touch on any part of the body.
- Defensive players must “play the flags rather than the man,” (i.e., they cannot tackle or hold a ball carrier). If this incident occurs, the defensive team will be assessed a 10-yard penalty, and offensive team will receive a first down.
- When the ball carrier and the defensive player are both aggressors and contact is made, the ball is dead at the spot of contact.
- If the flag fails to be pulled off or a shirt is grabbed inadvertently the play will be called dead.
- “Flag checks” may occur at the discretion of the official after a touchdown has been scored.
Punting the ball
- The are no fake punts.
- If the offense wants to change their decision to punt or not, they must call a timeout.
- Neither team may advance beyond their respective scrimmage lines until the ball is kicked. After receiving the snap, the kicker must kick immediately and in a continuous motion. The kicker may not kick the ball to him or herself or any other member of the kicking team. Defensive players may jump in an attempt to block the kick.
- IF a punt touches a player on either team and then hits the ground it is dead and belongs to the receiving team. If a punt hits a player on the receiving team, and is then caught in the air by the receiving team it can be advanced. If a punt hits a player on the receiving team, and is then caught in the air by a player kicking team it belong to the kicking at that spot with a new series of downs.
- If a punted ball goes out of bounds anytime before being touched, or comes to rest between the goal lines it shall belong to the receiving team at that spot.
- There are no fair catches. The punting team may not interfere with the receiving teams’ ability to catch the ball. If the punting team touches the ball first, the receiving team can take the ball at that spot or the result of the play.
Fouls and penalties
FLAG FOOTBALL IS NOT A CONTACT SPORT! However, incidental contact will occur. Two unsportsmanlike conduct penalties result in an ejection. Three by one team will be a forfeit.
Personal Fouls: Players may not commit any of the following personal fouls
- Punch, strike, strip, steal or attempt to steal the ball from a player in possession.
- Trip, clip, or hurdle any player
- Contact an opponent who is on the ground, or after the ball is dead
- Throw the runner to the ground
- Deliberately drive or run into a defensive player or lower the shoulder
- Commit any unnecessary roughness
- Tackle a runner by grasping or encircling with the hands or arms
- Rough the passer (automatic first down)-applies only to the player throwing a legal forward pass behind the offensive line of scrimmage. If a defender contacts the passer in any fashion, whether or not he/she touches the pass, it is roughing the passer.
- Aid the runner, grab, push, or pull a teammate with the ball
- Stiff arm an opponent
- Guard flags by blocking hem with the hands, bal or otherwise denying the defense the chance to pull
- Use hands or body to block an opponent
- Pulling the flag from an opponent who does not have the ball
- Tying the flag belt in a knot or any other tampering with the flag belt
Flag guarding and running
- The ball carrier must attempt to avoid defenders. The ball carrier may not slap the handoff a defender or straight-arm a defensive player in an attempt to protect the flag.
- Diving for additional yardage is not allowed and will result in a penalty.
- Spinning is allowed but arms or hands may not obstruct defenders from pulling flags
- The ball is dead at the point where any of the above infractions occurred.
- A player may not jump forward or over another player in order to avoid contact.
- Once a player has left the boundary lines/playing surface they are no longer an eligible receiver during the down that is being played.
Legal and illegal screen blocking
Offensive players may protect the runner by screening
- The offensive screen block shall take place without contact and screener may maintain a position (moving or stationary) between the defensive player and the runner.
- The screen blocker shall have their arms at their sides or behind their back. Any use of arms, elbow or legs to initiate contact during an offensive players screen block illegal. A blocker may use a hand or arm to break a fall or retain balance. Players must remain on their feet before, during, and after screen blocking. Any part of the screener’s body, expect their feet, may not be in contact with the ground.
- Defensive players must avoid the offensive players screen block, and may not use their arms or hands as a wedge to contact the offensive blocker.
- Illegal contact between the blocker/rusher will be called against the player determined to have initiated contact (similar to “block/charge” in basketball)
- Downfield blocking is allowed in competitive league ONLY but must come to a complete stop unless will be considered offensive illegal blocking and all blocking rules apply. (similar to a charge stance in basketball)
Pass interference
- Pass interference is defined as bumping, pushing, or unnecessary contact with an opponent OR restricting a player from access to a pass while on offense or defense. Players may not wave their hands in the face of an opponent.
- Offensive screen blocking beyond the line of scrimmage when a forward pass crosses the line is illegal.
- Players may not go through opponent to get to the ball
Penalty enforcement
The officials will present the option to the captain of the offended team.
- There are 5 and 10-yd penalties
- Enforcement will be from one of four spots
- line of scrimmage (previous spot)
- the spot of the foul
- the end of the run
- the spot where the ball will next be snapped or kicked (succeeding spot)
- FOUL DURING TOUCHDOWN: If there is a foul by the defensive team during a down that results in a successful touchdown, the scoring team may choose to have the foul enforced at the succeeding spot or the 14-yard line.
- PUNT EXCEPTION: A foul by the receiving team during the punt on returning teams side of the line of scrimmage with the punt ending beyond the kick teams scrimmage line and in the receiving team’s possession, will be enforced from the spot that the kick ends. If the kick ends in a touchback the spot of enforcement will be the 14-yard line. Any foul behind the spot that the kick ends will be enforced from the spot of the foul.
Type |
Description |
Yardage |
---|---|---|
Defensive pass interference |
The player significantly hinders an eligible receiver’s opportunity to catch the ball |
Automatic first down |
Holding |
The player restrains another player who is not in possession of the ball |
+5 yards and automatic first down |
Stripping |
A player smacks or grabs the football out of the ball-carrier’s possession |
+10 yards and automatic first down |
Type |
Description |
Yardage |
Screening, blocking or running with the ball |
The player uses physical attempts to gain yardage by obstructing the path of their opponent |
-10 yards and loss of down |
Charging |
The player challenges their opponent for space without using their arms or elbows |
-10 yards and loss of down |
Flag guarding |
The ball-carrier intentionally obstructs the defender’s access to their flag |
-10 yards and loss of down |
Type |
Description |
Yardage |
---|---|---|
Unnecessary roughness |
Using methods beyond what is necessary to pull the flag off the opponent |
+10 yards and automatic first down |
Unsportsmanlike conduct |
Examples include excessive celebration, using abusive language, punching or kicking an opponent |
+10 yards and automatic first down |
Offside |
A player crosses the line of scrimmage before the ball is snapped |
+5 yards from the line of scrimmage and automatic first down |
Illegal rush |
The rusher is not lined up at least seven yards off the line of scrimmage |
+5 yards from the line of scrimmage and automatic first down |
Illegal flag pull |
A player pulls the flag off an opponent before they have full possession of the ball |
+5 yards from the line of scrimmage and automatic first down |
Roughing the passer |
A player contacts the passer after they’ve thrown a forward pass |
+5 yards from the line of scrimmage and automatic first down |
Taunting |
A type of unsportsmanlike conduct where the player purposely creates ill will between teams |
+5 yards from the line of scrimmage and automatic first down |
Type |
Description |
Yardage |
Unnecessary roughness |
Using methods beyond what is necessary to pull the flag off the opponent |
-10 yards and loss of down |
Unsportsmanlike conduct |
Examples include excessive celebration, using abusive language, punching or kicking an opponent |
-10 yards and loss of down |
Offside/false start |
A players charges or moves in a way that indicates the start of the play before the ball is snapped |
-5 yards from line of scrimmage and loss of down |
Illegal forward pass |
A player throws the ball forward once they are past the line of scrimmage |
-5 yards from line of scrimmage and loss of down |
Pass interference |
The eligible receiver significantly hinders the defensive player’s opportunity to intercept the ball |
-5 yards from line of scrimmage and loss of down |
Illegal motion |
Players shifting and not coming to a complete stop before the ball is snapped |
-5 yards from line of scrimmage and loss of down |
Delay of game |
Team fails to snap the ball and put it in play |
-5 yards from line of scrimmage and loss of down |
Impeding the rusher |
The rusher’s path or line is occupied by a moving offensive player |
-5 yards from line of scrimmage and loss of down |
Illegal procedure |
A technical rules violation, such as illegal formation |
-5 Yards from line of scrimmage & LOD |
- All standard flag football league rules and penalties apply to open flag football league play. These are the added modifications for co-ed play:
- One person of the opposite dominate gender must remain on the field at all times
- Failure to have one person of opposite gender must play a player down until they are able to field a proper team
- Extra point values will remain the same in open flag football division play.
- Teams may choose to use any of the four size footballs
- Regular
- Intermediate
- Youth
- Junior
Soccer rules
- A minimum of five (5) players is required to start each game.
- The goalie is the only player allowed to contact the ball using their hands and arms while inside of the goalie box.
- Out-of-bounds balls will result in a throw-in by the other team.
- Any play judged to be “unnecessarily physical” by the referee will result in a stoppage of play with the referee making the appropriate call.
- Any dangerous play will result in an indirect kick for the other team. Handballs within the goal box or determined spot by the referee will result in an automatic penalty kick for the other team.
- Two (2) yellow cards or a red card will result in an ejection of the game.
- Any player receiving a straight red card will be suspended for the current game and must meet with a professional staff member before they are able to play.
- For all additional rules, please refer to the National Federation of High School rules (NFHS).
- On free kicks, the kicker must wait for the official’s whistle. Teams can request for five (5) yards, but the referee will only do it on request.
- For both direct and indirect free kicks, the ball must be stationary when the kick is taken and the kicker must not touch the ball again until it has touched another player. Failure to meet these requirements will result in an indirect free kick awarded to the other team.
Number of players
A team shall consist of seven (7) players including the goalkeeper.
Coed
Teams must have an equal or greater number of female identifying players to male identifying players on the field at all times (i.e. if there are 2 female players on the field, only 2 male players are allowed, not including the goalie; 3 female players on the field allows 3 male players, not including the goalie).
If a team has to start with less than seven (7) players, teams must have two (2) female identifying players on the field at all times (l of the 2 cannot be goalie).
Mercy rule
If there are ten or fewer minutes left in the game and the point difference is eight or greater, the game will be called at official's discretion or:
- the game will continue if it is being well played.
- the game will be stopped if it seems to be overly aggressive.
Offsides
There is no offside rule in intramural play.
Substitutions
Substitutions may be made, with the consent of the referee:
- Prior to a throw-in, in your favor.
- Prior to a corner throw, in your favor.
- Prior to a goal kick, by either team.
- After a goal, by either team.
- After an injury when the referee stops play, by either team.
- At half-time.
- When the referee stops play to caution a player. The cautioned player must be substituted, prior to the restart of the game.
Other conditions for substitutions are:
- The substitute may only enter the field of play after the player being replaced has left and after receiving a signal from the referee.
- The substitute may only enter the field of play at the halfway line and during a stoppage in play.
- No substitution may be made on the fly. Any players who subs on the fly may be subjected to cautioning by the referee.
- Changing of goalkeepers may only be made during dead ball situations.
The goalkeeper
- The goalkeeper will be permitted use of the hands to play the ball within the marked penalty area. Once the goalkeeper has released the ball, they cannot pick up the ball until an opposing player touches it or until one of their teammates touches the ball outside of the penalty area.
- Only the goalkeeper will be allowed to slide. The goalkeeper may slide within the penalty area only if no fellow teammate or opposing player is put in danger.
- An indirect free kick is awarded to the opposing team if a goalkeeper, inside their own penalty area, commits any of the following four offences:
- Controls the ball with their hands for more than ten (10) seconds before releasing it from their possession.
- Touches the ball again with their hands after they have released it from their possession and before it has touched another player.
- Touches the ball with their hands after it has been deliberately kicked to them by a teammate.
- Touches the ball with their hands after they have received it directly from a throw-in taken by a teammate.
- Coed goalies must be of same gender (female goalie first half and male goalie second half). Goalies remain during all overtime periods.
Game length
The game consists of two 20-minute halves (running time). There will be a five (5) minute half-time interval. Overtime during regular season will go straight to a shootout. During the playoffs, if the score is tied at the end of regulation the following procedures will occur in successive order until a winner is determined:
- One 5-minute Golden Goal period running clock, meaning the team that scores the first goal is declared the winner regardless of how much time is left. The match ends immediately.
- 5 kicks from the penalty spot per team.
- A continuation of kicks from the spot in sudden-death format.
During coed where at least two of the kickers must be female identifying players, if a game is still tied after the five-player shootout, a one-for-one shootout will commence to determine the winner.
Time outs
Each team is allowed a one (1) time out per game. The timeout will be a minute in length.
- You must have a valid WolfCard (Student ID).
- All participants must create an account to participate in intramural sports.
- Each team must have the minimum number of players signed-up on their IMLeagues roster by the Thursday (captain's meeting) before play to avoid being placed on the waitlist.
- College intramurals are for currently enrolled University students (by definition of the intramural sports handbook) and current University faculty and staff. No exceptions.
- Any new player must be added prior to a game and create an IMLeagues account. We will not be allowing players to write in their names on the roster after week 1.
- All players must have an IMLeagues account and be on the roster prior to playoffs. No exceptions.
- Players must check in with the scorekeeper 10 minutes before each game and have their WolfCard.
- A player can only participate on one single-gender and one coed and open team per sport.
- Teams allowing participation of players who are not eligible (section 2 of the intramural sports handbook) or not on the roster will forfeit any games in which the illegal player participates.
- The rules are subject to change on the authority of Fitness and Recreational Sports and its management.
The team captain/manager is a vital link between the Fitness and Recreational Sports staff and their team.
Responsibilities of the captain/manager include, but are not limited to:
- Organizing team members and registering the team on .
- Ensuring all participants that will be part of the team are registered on IMLeagues and have joined the team’s roster.
- Checking the eligibility of all players.
- Attending any scheduled rules meetings or playoff meetings that may occur throughout the season.
- If the captain cannot attend the scheduled meetings, an alternate representative must be assigned for that meeting.
- Relaying all rules, policies and procedures to the team.
- Accepting responsibility for the conduct of team members before, during and after all Intramural events.
- Notifying team players of the date, time and place of all games.
- Periodically checking IMLeagues for any updates, schedule changes or important information.
- Evaluating the program and officials when requested.
- Keeping their spectators under control (no profanities, discouraging the opposing team, comments to the Fitness and Recreational Sports Department, and so on). The spectators for your team can affect the eligibility of your team.
- READING THROUGH THE INTRAMURAL HANDBOOK AND UNDERSTANDING ALL ASPECTS OF INTRAMURAL SPORTS.
Yellow card infractions
- Upon a yellow card, a player must spend two minutes off the field, but can be replaced by another team member. A direct kick occurs from the spot of the ball.
- Examples of yellow card infractions include:
-
- Persistent infringement of any rules of the game.
- Objecting by word of mouth to the actions of the official.
- Incidental use of vulgar language.
- Unnecessary delay.
- Deliberate verbal tactics.
- Deliberate tactical foul.
- Intentional slide to stop play .
- All players receiving a yellow card must sit out for 2 minutes.
- During the two minutes a player on the bench, if available, can replace them.
- After the two minutes, the player may return to the game.
Red card infractions
- Upon a red card, a player is disqualified and the number of players on the field will be reduced for the remainder of the contest. A direct kick occurs from the spot of the ball.
- Examples of red card infractions include:
- Second caution (an exception to the reduced player rule).
- Violent conduct or serious foul play.
- Spitting on another person.
- Using foul or abusive language.
- Leaving the team area to enter the floor where a fight is taking place.
Sliding
No sliding tackles are permitted. Sliding of any sort results in a direct free kick to be taken by the opposing team, taken from where the offense occurred. Slide tackling is considered dangerous and risks the safety of other players. Any sliding attempt, successful or not, will result in an automatic red card and ejection.
Throw-ins
- A throw-in is awarded to the opponents of the player who last touched the ball before the ball crossed the touch line. A throw-in will be taken from the point where the ball crossed the touch line. A throw-in is indirect. After taking a throw-in, the same player cannot touch the ball again until it touches another player. An illegal throw-in will result in a throw-in from the same location for the opposing team.
- A corner kick is awarded to the opponents of the player who last touched the ball before the ball crossed his own goal line (not within the goal). The offensive team puts the ball in play by a throw-in from the corner of the field nearest the point where the ball went over the goal line. A corner kick is direct. An illegal corner kick results in a goal kick for the opposing team.
Direct free kicks
- Awarded to the opposing team, from where the offense occurred, when a player commits one of the following fouls:
- Kicks or attempts to kick an opponent
- Trips or attempts to trip an opponent
- Jumps at an opponent
- Charges an opponent in a careless or reckless manner, or with excessive force
- Strikes or attempts to strike an opponent
- Pushes an opponent
- Contacts the opponent before touching the ball when tackling to gain possession of the ball
- Holds an opponent
- Spits at or on an opponent
- Handles the ball deliberately, except for the goalkeeper within his own penalty area
Indirect free kicks
- Awarded when an opponent is guilty of any of the following:
- Trying to kick the ball held by the goalkeeper
- Impeding the goalkeeper from releasing the ball
- Charging
- Obstruction
- Goalkeeper carrying the ball more than four steps
- Dangerous play (includes slide tackles and "high kicks")
- Playing the ball a second time before it is played by another player after a kickoff or free kick
- Improper substitution
- Dissenting by word or action with a referee’s decision
Goal kicks
Awarded when the ball crosses the goal line (not within the goal), having last been touched by an attacking player. The defensive team puts the ball in play with a kick taken within a 3-yard radius from either goal post. A goal may be scored directly from a goal kick.
Penalty kicks
Awarded if any of the direct free kick offences is committed by a player inside his own penalty area. Only the goalkeeper shall be permitted to defend against the penalty kick; all other players must remain beyond the halfway line until the ball is kicked. The kicker must wait for the official’s whistle.
All contests will be supervised by an official. The official will be responsible for any and all rulings. THE OFFICIAL'S DECISION IS FINAL – NO EXCEPTIONS. Any rules not explicitly covered will follow NFHS Rules.
Any individual who, through the course of rules and referee discretion pertaining to rules, is removed from a game/competition must immediately leave the vicinity of the game. Any individual who threatens University officials (referees, supervisors, professional staff or building staff) in any manner will automatically receive a permanent ban from all University intramurals, a permanent ban from the Fitness and Recreational Sports facilities, and potentially University student conduct charges filed against them.
Voluntary participation
Participation in the Fitness and Recreational Sports program is completely voluntary, and therefore Fitness and Recreational Sports and the University will accept no responsibility for injuries sustained while participating in any facet of the Fitness and Recreational Sports program. A staff person must be notified of any injuries and the proper paperwork must be completed.
Injuries
Participants are responsible for any injuries sustained while participating in the intramural program. Report all injuries to the supervisor. Intramural participants are involved at their own risk and the University accepts no responsibility in the case of an accident. In case of injury, paperwork must be filed. An official time out may be called for an injured player or for other circumstances deemed appropriate by the officials.
Fighting
Fighting of any kind will not be tolerated. Involvement in a fight will result in ejection from that game and league and repercussions from Fitness and Recreational Sports.
Involvement in a fight includes, but is not limited to, the following:
- Instigation
- Retaliation
- Physical and mental intimidation
- An accessory to a fight
Sportsmanship
Intramurals are fun and in the spirit of clean competition. Rough play or verbal harassment will not be tolerated! Unsportsmanlike conduct towards fellow players, opponents, officials or supervisors will result in ejection from the game and possibly the sport season. Intramural officials and supervisors will give sportsmanship ratings to teams after each contest. These ratings will reflect behavior before, during and after the contest. In order for a team to qualify for the playoffs, they must have the required winning percentage and a "3.0" or better average sportsmanship rating during regular season play.
Protest
An official’s judgment CANNOT be protested. Only rules interpretation or eligibility protests will be heard. For example, if an official calls a foul, the judgment CANNOT be protested. If too much time is put on the game clock, this violation can be protested.
Protests concerning rules must be made on the field/court immediately after the play is in question. Rules or violation protests CANNOT be made after the play resumes. The team captain must notify the intramural sports personnel in an attempt to correct the situation and record all game conditions.
Eligibility protests may be accepted throughout regular season play until the playoff season. During the playoffs, protests must be made by 3 p.m. the day following the contest in question. If a player is found ineligible, previous infractions will be investigated.
Alcohol policy
Competing or attending campus recreation activities while under the influence of alcohol or other substances is prohibited. Failure to comply will result in the involvement of the Office of Student Conduct.
Cancellations/defaults/forfeit procedures
If games are cancelled, we will do our best to reschedule. If there is ever a question on cancellations, call Fitness and Recreational Sports at (775) 784-1225. A cancellation of an event will be determined an hour before competition is to begin. Once decisions have been made to cancel a game, all subsequent games will also be cancelled.
Forfeit/mercy rule
A forfeit occurs if a team does not have the minimum number of players 5 minutes after the start of the game.
Volleyball rules
Pregame
- A coin flip or the game-assigned official will decide first possession.
- Before the first game of a match, team captains will flip a coin for choice of sides of service; the winner of the toss has first choice.
Playing positions
- On the serve, all players (other than the server) must be standing on the court in serving order with each front row player in front of his/her corresponding back row player.
- After the serve, players may switch positions under the following circumstances:
- The backs cannot spike the ball unless they take off from behind the player's spiking line.
- No more than three (3) players can take a position in front of the spiking line at any one time.
- A team can have more women than men on the court at any time during play.
- Back Row Attack:
- A back row player returning the ball to the opponent’s side while forward of the attack line must contact the ball when at least part of the ball is below the level of the top of the net over the attacking team’s area. The restriction does not apply if the back row player jumps from clearly behind the attack line and after contacting the ball, lands on or in front of the line. On any illegal back row attack (whether first, second or third hit), the ball shall become dead and a fault called when the ball passes completely beyond the plane of the net or is contacted by the opponents.
- Front Row Blocking:
- Blocking the ball is permitted by any or all of the players of the front row only.
- Serving Out of Turn:
- A player shall not serve out of turn. An out-of-turn service may be called by the official or by the opponent’s captain. If this is then verified by the official, any points scored on this service shall be canceled; also, a point and side-out awarded to the opponent. If the opponent serves before an out-of-turn service is called and verified, then there shall be no loss of points. In either case, players of the team in error shall regain their proper positions before the next serve by either team
Tie game
- If a match is in the third game of a 1-1 tie at the time limit, the winner of the third game will be given to the team leading. The win by two point rule does not apply.
- If two teams are still tied in the second game of a match at the time limit, the winner will be declared by combining each team’s scores from game one and game two. The team with the highest point total will be declared the winner of the match.
Postseason play
- During postseason play, the best two out of three games rule still applies. The 45-minute game play rule and win by two rules apply as well.
- If a third game is needed for a 1-1 tie during postseason play, the third game will be played to three (3) points. The win by two rule will not apply in this situation, and the first team to score 3 points will be declared the winner.
Serving
- The first serve for each game alternates between the teams.
- Whenever possible, players must rotate serves.
- The first serve in each game is made by the player in the right back position; from then on, the receiving team must rotate one position upon being awarded the serve so that the right forward moves to the right back position, then serves.
- On the serve, the server must stand behind the end line and between the two serving area lines. They cannot step on the end line or into the court until he/she has contacted the ball.
- If the serve hits the top of the net and continues unassisted into the receiving team’s side of the court, it will be called a "let serve" and will stay in play.
- A player continues to serve until a game is complete or their team makes a foul.
- When a player serves out of turn and the mistake is discovered before the other team serves, all points scored on that service are cancelled.
- However, when a player serves out of turn and the mistake is not discovered before the other team serves, all points scored on the incorrect service are counted.
- When players are not in their correct serving order, the mistake must be corrected as soon as it is discovered.
- The correct rotation is:
- right back, to center back, to left back, to left forward, to center forward, to right forward, to right back.
- A server's teammates cannot obstruct the receiving team's view of the serve by placing their arm above their heads, jumping, forming groups or any other similar activity.
- After the whistle is blown to start play, the serve cannot be delayed.
Receiving a serve
- A player receiving a serve from the opposing team may legally set the serve.
- Any first team touch (serve, block, spike) that is an incidental double touch is considered legal.
- No prolonged contact (i.e. catch and throw).
- If a double hit occurs on the second team touch a double hit will be called.
- As long as a person receiving a serve makes a legitimate attempt to return a ball, the ball can be bumped from the arm and bounce off the head or another body part and it will not be considered a "double hit."
- Players CANNOT BLOCK A SERVE.
Net play
- A player cannot touch the net or its supports while the ball is in play.
- A player can reach under the net as long as they do not step over the centerline to interfere with the opponent's play.
- When players on opposing teams contact the ball at the same time, it does not count as one of the three contacts for either team. If the ball lands out of bounds, the point will be replayed (play-over).
- A player can reach over the net at the end of an offensive play. A defensive player cannot touch the ball until after the offensive team has completed their attack.
Other play
- When opposing players commit a foul simultaneously on the same play, the point is replayed (play-over).
- A team cannot make contact more than three times on any return.
- Game balls that initiate contact with the net antenna or travels outside of the net antennas (even if the ball crosses the net) are considered out.
- When teammates contact the ball simultaneously, offensive or defensive, any of the players involved can make a second contact with the ball.
- The ball may not be played off walls, including gym curtains, ceilings and the basketball mechanisms.
- The ball can be played off the leg or foot, but may not be intentionally kneed or kicked.
- A player can step on, but not over, the centerline.
Substitutions
- Substitution will be allowed on a player-for-player basis for up to 6 substitutions in any one game/set.
- After 6 substitutions, players may be replaced only in the event of an injury. If this occurs, the injured individual will not be permitted to return to play until the next game/set.
- All players wishing to enter the game must first check-in with the floor official. If players do not check in, they will receive a yellow card and will have to sit out of game play for two minutes. The team may use another player to replace the original substitution.
Number of players
Games are played with six (6) players on the court. Games may begin with only four (4) players to start a match, if there are not enough players present at game time.
Cancellations/defaults/forfeit procedures
If games are cancelled, we will do our best to reschedule. If there is ever a question on cancellations, call Fitness and Recreational Sports at (775) 784-1225. A cancellation of an event will be determined an hour before competition is to begin. Once decisions have been made to cancel a game, all subsequent games will also be cancelled.
Forfeit/mercy rule
A forfeit occurs if a team does not have the minimum number of players 5 minutes after the start of the game.
- Each match will have a 45-minute time limit.
- Playing time begins when the ball is struck on the serve and stops when the ball is dead or if an official sounds their whistle.
- The rest period between games is two minutes.
- Each team will receive ONE thirty second timeout per game.
- Injury timeouts are not counted as part of the allotted team timeouts.
- All matches will consist of best two-out-of-three games.
- All games of a match will be played using "rally scoring."
- Rally scoring: Scoring method where points can be won by the serving or receiving team.
- There will be NO side-out scoring.
- During the first two games, a game is complete when one team has scored 25 points. A team must win by a two-point margin. There will be a 30-point cap.
- The third game of a match will be played to 15 points. A team must win by a two-point margin. There will be a 20-point cap.
All contests will be supervised by an official. The official will be responsible for any and all rulings. THE OFFICIAL'S DECISION IS FINAL – NO EXCEPTIONS. Any rules not explicitly covered will follow NFHS Rules.
Any individual who, through the course of rules and referee discretion pertaining to rules, is removed from a game/competition must immediately leave the vicinity of the game. Any individual who threatens University officials (referees, supervisors, professional staff or building staff) in any manner will automatically receive a permanent ban from all University intramurals, a permanent ban from the Fitness and Recreational Sports facilities, and potentially University student conduct charges filed against them.
Voluntary participation
Participation in the Fitness and Recreational Sports program is completely voluntary, and therefore Fitness and Recreational Sports and the University will accept no responsibility for injuries sustained while participating in any facet of the Fitness and Recreational Sports program. A staff person must be notified of any injuries and the proper paperwork must be completed.
Injuries
Participants are responsible for any injuries sustained while participating in the intramural program. Report all injuries to the supervisor. Intramural participants are involved at their own risk and the University accepts no responsibility in the case of an accident. In case of injury, paperwork must be filed. An official time out may be called for an injured player or for other circumstances deemed appropriate by the officials.
Fighting
Fighting of any kind will not be tolerated. Involvement in a fight will result in ejection from that game and league and repercussions from Fitness and Recreational Sports.
Involvement in a fight includes, but is not limited to, the following:
- Instigation
- Retaliation
- Physical and mental intimidation
- An accessory to a fight
Sportsmanship
Intramurals are fun and in the spirit of clean competition. Rough play or verbal harassment will not be tolerated! Unsportsmanlike conduct towards fellow players, opponents, officials or supervisors will result in ejection from the game and possibly the sport season. Intramural officials and supervisors will give sportsmanship ratings to teams after each contest. These ratings will reflect behavior before, during and after the contest. In order for a team to qualify for the playoffs, they must have the required winning percentage and a "3.0" or better average sportsmanship rating during regular season play.
Protest
An official’s judgment CANNOT be protested. Only rules interpretation or eligibility protests will be heard. For example, if an official calls a foul, the judgment CANNOT be protested. If too much time is put on the game clock, this violation can be protested.
Protests concerning rules must be made on the field/court immediately after the play is in question. Rules or violation protests CANNOT be made after the play resumes. The team captain must notify the intramural sports personnel in an attempt to correct the situation and record all game conditions.
Eligibility protests may be accepted throughout regular season play until the playoff season. During the playoffs, protests must be made by 3 p.m. the day following the contest in question. If a player is found ineligible, previous infractions will be investigated.
Alcohol policy
Competing or attending campus recreation activities while under the influence of alcohol or other substances is prohibited. Failure to comply will result in the involvement of the Office of Student Conduct.
Yellow card infractions
A yellow/red card system will be used to control rule violations, unsportsmanlike conduct and improper behavior.
- The offending team will lose its serve and the other team will receive a point and the serve.
- If during a yellow card infraction the offending team scores a point, they get the point but lose the serve, and the other team gets a point and the serve.
- The player receiving the yellow card must sit out for two minutes before returning to game play.
Red card infractions
- The offending player will be removed from the game and will be suspended for one game.
- If a player receives a red card in postseason play, that player will be suspended for the duration of the postseason tournament.