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Badminton Rules
Must Bring Student ID to Play
The side winning the toss shall have the option of: a) serving first b) not serving first c) choosing ends.
The player winning the toss to serve shall from the right-hand service court. If the receiver returns the shuttle before it touches the ground, the shuttle is in play. Future serves are then to be made from alternate service courts to alternate players. No player may receive two consecutive services in the same game. The side winning a game shall always serve first in the next game.
FAULTS - It is a fault if:
in serving, the shuttle at the instant of being struck is higher than the server’s waist, or if any part of the racket head is higher than any part of the server’s hand holding the racket.
in serving , the shuttle falls into the wrong service court, or falls short of the short service line, or beyond the long service line, or outside the boundary lines.
the server’s feet are not in the service court from which the service is being made, or if the feet of the receiver are not in the service-court diagonally opposite until the service is delivered.
before or during the delivery of the service any player makes preliminary feints or otherwise intentionally balks his opponent.
either in service or play, the shuttle falls outside the boundaries of the court, or passes through or under the net, or fails to pass the net, or touches the person clothing or a person.
the shuttle in play is struck before it crosses to the striker’s side of the net.
when the shuttle is in play, a player touches the net or its supports with racket, person or clothing.
the shuttle is hit twice in succession by the same player; is hit more than once; or is held on the racket during the execution of a stroke; or if the shuttle is hit by a player or his/her partner successively.
the shuttle touches the ceiling or side walls
a player invades an opponent’s court over or under the net with the racket or person
a player obstructs an opponent, i.e. prevents an opponent from making a legal stroke where the shuttle is followed over the net
a player deliberately distracts an opponent by any action such as shouting or making gestures
the shuttle touches a player’s racket and continues toward the back of that player’s court
If the server, in attempting to serve, misses the shuttle, it is not a fault: but if the shuttle is touched by the racket, a service is thereby delivered.
The opposing sides shall play the best of three games. Each game is played to fifteen with a two point lead.
Only the serving side can add points to its score.
Players shall switch sides after each game.
The server and receiver shall stand within diagonally opposite service courts without touching the boundary lines of these service courts; some part of both feet of the server and receiver must remain in contact with the surface of the court in a stationary position until the service is delivered.
The server’s racket shall initially hit the base of the shuttle while the whole of the shuttle is below the server’s waist
The shaft of the server’s racket at the instant of hitting the shuttle shall be pointing in a downward direction to such an extent that the whole of the head of the racket is discernible below the whole of the server’s hand holding the racket.
The movement of the server’s racket must continue forwards after the start of the service until the service is delivered.
The flight of the shuttle shall be upwards from the server’s racket to pass over the net, so that if not intercepted, it falls in the receiver’s service court.
Once the players have taken their positions, the first forward movement of the server’s racket is the start of the service.
The service is delivered when , once started, the shuttle is hit by the server’s racket or the shuttle lands on the floor.
In doubles, the partners may take up any positions which do not unsight the opposing server or receiver.
At the start of a game, and each time a side gains the right to serve, the service shall be delivered from the right service court.
Only the receiver shall return the service: should the shuttle touch or be hit by the receiver’s partner, the serving side scores a point. After the service is returned, the shuttle is hit by either player of the serving side and then by either player of the receiving side, and so on, until the shuttle ceases to be in play.
After the service is returned, a player may hit the shuttle from any position on that player’s side of the net.
The right to serve passes consecutively from the initial server in any game to the initial receiver in that game, and then consecutively from that player to that player’s partner and then to one of the opponents and then the opponent’s partner, and so on.
No player shall serve out of turn, receive out of turn, or receive two consecutive services in the same game.
Either player of the winning side may serve first in the next game and either player of the losing side may receive.
ERRORS - A service court error has been made when a player:
If the error is discovered before the next service is delivered, it is a “let” unless only one side was at fault and lost the rally, in which case the error shall not be corrected.
If the error is not discovered before the next service is delivered, the error shall not be corrected.
A “let” is called by the player to halt play. They can be called for any unforeseen or accidental occurrence, if the server serves before the receiver is ready, or if there is “let” because of a service court error. The rally is replayed with the error corrected.
If a service court error is not to be corrected, play in that game shall proceed without changing the players’ new service courts.
An interval not exceeding 5 minutes is allowed between the second and third games of all matches.
PENALTIES - Penalties will result in the execution of the guilty player and the forfeit of their team. A player shall not:
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 7/07 LK |
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Basketball Rules
Must Bring Student ID to Play
Intramurals shall consist of three separate leagues. There is a Women’s League and a Men’s League each block may differ in which league’s we offer. Men are not allowed on Women’s teams and women are not allowed on men’s teams.
Games shall consist of 40 minutes divided into two halves of 20 minutes each. Time will run continuously throughout each half except for: time outs, last 30 seconds of the first half, and the last two minutes of the second half (unless a team is up be 20, then in the second half the clock will run continuously), when the clock will be stopped for any dead ball. Time will be kept by the Intramural official timekeeper.
If a team is not ready to play 5 minutes after the scheduled time, a forfeit shall be declared and the other team will receive a win unless waived by official. Four players are needed to start a game and are needed for a game to continue, you can not play with three people. There will be no fee charged to any team that starts a game with four players with one of them fouling out causing the discontinuation of the game.
A team who forfeits in any way will be charged a $20 fee charged to the team captain.
Before play begins, all players must show their student ID and number to the Intramural official scorekeeper at their designated court. Any player with out an ID will not play that game. If player is not checked in on the official score sheet enters the game, the team will be assessed an automatic technical foul.
There is no alcohol and tobacco products allowed at any intramural event anyone who is under the influence will not be allowed to play and will be removed from the playing area.
Score will be kept by the Intramural official score keeper, located at center court. His/her figuring of the final score is official and may not be challenged by any participant.
All players will receive a play jersey before each game. They will be required to wear a T-shirt AT ALL TIMES under the jersey that covers enough skin so the jersey provided does not touch any part of the skin. The jerseys will be numbered, thus making it easier to keep track of fouls. All players must turn in their jersey in good condition or they will be charged replacement cost.
Players are only allowed to play on one intramural basketball team. They will not be allowed to play on more then one team, even if they are in different divisions. Any question about eligibility should be directed to the Intramural policy webpage. YOU are responsible for looking over these rules and understanding them before forming your roster.
TEAMS ARE NOT ALLOWED ONTO THE GYM FLOOR UNTIL THEIR SCHEDULED GAME; ALL PARTICIPANTS MUST WAIT ON THE BALCONY. ALL PARTICIPANTS MUST BRING A UNIVERSITY ID TO PARTICIPATE. THERE IS A LIMIT OF 10 PEOPLE ON THE ROSTER.
Teams will be allowed 2 time outs. The time outs will be one minute long. The clock will not continue to run during the time out called by the team. The disqualification or injury of a player is also included.
If the score is tied at the end of regulation playing time, a 2 minute overtime period shall be played. Each team will have 1 time out during an overtime period. Time outs will not carry over from regular time to overtime, nor shall they carry over from overtime to overtime. If the score is tied after 3 overtime periods, the game will result in a tie.
During play the ball is handed to the offensive player at the out of bounds spot nearest to the spot the foul occurred as the result of any non-shooting foul. Shooting fouls, technical fouls, and intentional fouls are administered throughout the game and in overtime periods.
When inbounding the basketball, the inbounder must remain stationary with a pivot foot except when inbounding on the baseline following a made basket by the opponent. In this case, the inbounder is allowed to move along the baseline, if needed, to inbound the basketball.
Bonus will be in play for the whole game. After 7 team fouls the other team will go into the 1 and 1 bonus, after 10 team fouls the double bonus will be awarded.
A player is disqualified after they commit 6 personal fouls in one game, or after committing two technical fouls. All technical fouls will be count as personal fouls for disqualification. Technical fouls result in 2 points being awarded to the opposing team and possession of the basketball. Also, an Intramural Official or Supervisor may disqualify any player for any reason they feel is excessively inappropiate, disrespectful, or disruptive.
Any team involved in a team fight will forfeit the game and may be suspended from the remainder of the season depending on the review of the incident by the Director of Intramurals.
Any player who hits, strikes, or attempts to hurt an official, supervisor, or player will be suspended at least three games and may be suspended from intramural play for one year depending on the review of the incident by the Director of Intramurals. Also, any player ejected from a game for any reason other than committing 6 personal or 2 technical fouls in one game automatically receives a 1 game suspension.
Other situations at the official’s discrepancy:
Harassing the officials or swearing will result in a technical.
If harassment continues a technical or ejection may occur.
Possible consequences for misconduct (all situations are handled on a case by case basis so these are subject to change):
FIRST OFFENSE EJECTION: Results in missing the remainder of that game and the next game that team is scheduled to play.
SECOND OFFENSE EJECTION: Results in missing the remainder of that game and the next two games that the team is scheduled to play.
THIRD OFFENSE EJECTION: Results in missing the remainder of that block. If the third offense happens at the end of block play, the penalty will be carried over to the next block. The penalty will then be a suspension from that game and the next four games that individual is involved in. A meeting with the director of intramurals may be required.
FOURTH OFFENSE EJECTION: Banned from all Intramural play for one calendar year.
Dunking (defined as snapping, pulling down, or any other contact with the rim) before, during, at half, or AFTER a game will result in a technical foul and will result in the player missing the remainder of that game as well as the following game. If dunking occurs during the last week of regular play before the tournament, the player will not be allowed to play in game one of the tournament. If dunking occurs during the tournament, the player will not be allowed to play in the remainder of the tournament.
Clarification of a call made by the referee can only be requested by the team captain. Any other team member questioning the referee will receive a warning.
A jump ball at half-court will start the game and each overtime period. The jumper may not touch the ball more than twice. All other jump ball situations will result in alternating possessions. The ball will be put into play at half-court to start the second half for the team receiving the next alternating possession.
There will be a 10 second line at half court, a three second rule is in effect in the free throw lane, and a five second closely guarded (defined as one arm length of the defender) front court rule.
Player substitution is allowed during dead ball situations only. All players must check in with the official scorekeeper at their court before they will be allowed into the game. Players may only enter the game from the score table, and at the beckon of the officials. Players checking in during live ball situations will receive a technical.
Goaltending, when a player touches the ball during a field goal try or taps the ball while it is in a downward flight, when the entire ball is above the level of the basket ring, when the ball has a possibility of entering the basket in flight, when a player slaps the backboard in an attempt to block the basketball, or the ball is not touching an imaginary cylinder which has the basket ring as its lower base, is illegal. It will result in the awarding of a field goal.
There will be 6 players allowed in the lane during a free throw situation. All players must be above the bottom block. Players may enter the lane once the ball has been released from the shooters hands. The shooter and anyone outside the three point line cannot enter play until the ball has made contact with the rim.
All other calls and rules will be consistent with those of WIAA Basketball Rules. A copy of the rules is available at the Intramural Office.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 1/27/09 RR |
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Co-Ed Basketball Rules
Must Bring Student ID to Play
Games shall consist of 40 minutes divided into two halves of 20 minutes each. Time will run continuously throughout each half except for: time outs, last 30 seconds of the first half, and the last two minutes of the second half (unless a team is up be 20, then in the second half the clock will run continuously), when the clock will be stopped for any dead ball. Time will be kept by the Intramural official timekeeper.
Coed teams will be allowed to play with any of the following:
3 females/2 males 2 females/3 males 2 females/2 males
If a team is not ready to play 5 minutes after the scheduled time, a forfeit shall be declared and the other team will receive a win unless waived by official. Four players are needed to start a game and are needed for a game to continue, you can not play with three people. There will be no fee charged to any team that starts a game with four players with one of them fouling out causing the discontinuation of the game.
A team who forfeits in any way will be charged a $15 fee charged to the team captain.
Before play begins, all players must show their student ID and number to the Intramural official scorekeeper at their designated court. Any player with out an ID will not play that game. If player is not checked in on the official score sheet enters the game, the team will be assessed an automatic technical foul.
There is no alcohol and tobacco products allowed at any intramural event anyone who is under the influence will not be allowed to play and will be removed from the playing area.
Score will be kept by the Intramural official score keeper, located at center court. His/her figuring of the final score is official and may not be challenged by any participant.
All players will receive a play jersey before each game. They will be required to wear a T-shirt AT ALL TIMES under the jersey. The jerseys will be numbered, thus making it easier to keep track of fouls. All players must turn in their jersey in good condition or they will be charged replacement cost.
Players are only allowed to play on one intramural basketball team. They will not be allowed to play on more then one team, even if they are in different divisions. Any question about eligibility should be directed to the Intramural policy webpage. YOU are responsible for looking over these rules and understanding them before forming your roster.
TEAMS ARE NOT ALLOWED ONTO THE GYM FLOOR UNTIL THEIR SCHEDULED GAME; ALL PARTICIPANTS MUST WAIT ON THE BALCONY. ALL PARTICIPANTS MUST BRING A UNIVERSITY ID TO PARTICIPATE. THERE IS A LIMIT OF 10 PEOPLE ON THE ROSTER.
Teams will be allowed 2 time outs. The time outs will be one minute long. The clock will not continue to run during the time out called by the team. The disqualification or injury of a player is also included.
If the score is tied at the end of regulation playing time, a 2 minute overtime period shall be played. Each team will have 1 time out during an overtime period. Time outs will not carry over from regular time to overtime, nor shall they carry over from overtime to overtime. If the score is tied after 3 overtime periods, the game will result in a tie.
During the first 38 minutes of play the ball is handed to the offensive player at the out of bounds spot nearest to the spot the foul occurred as the result of any non-shooting foul. Shooting fouls, technical fouls, and intentional fouls are administered throughout the game and in overtime periods. All non-shooting fouls will be bonus in the final 2 minutes of the game if WIAA team possession rule applies.
In the final 2 minutes of the game, a “one and one” bonus situation will occur after a foul is committed. If the defensive team has committed 7 or more team fouls in the second half, a “double bonus” will be rewarded for each defensive foul.
A player is disqualified after they commit 6 personal fouls in one game, or after committing two technical fouls. All technical fouls will be count as personal fouls for disqualification. Also, an Intramural Official or Supervisor may disqualify any player for any reason they feel is excessively inappropiate, disrespectful, or disruptive.
Any team involved in a team fight will forfeit the game and may be suspended from the remainder of the season depending on the review of the incident by the Director of Intramurals.
Any player who hits, strikes, or attempts to hurt an official, supervisor, or player will be suspended at least three games and may be suspended from intramural play for one year depending on the review of the incident by the Director of Intramurals. Also, any player ejected from a game for any reason other than committing 6 personal or 2 technical fouls in one game automatically receives a 1 game suspension.
Other situations at the official’s discrepancy:
Harassing the officials or swearing will result in a technical.
If harassment continues a technical or ejection may occur.
Possible consequences for misconduct (all situations are handled on a case by case basis so these are subject to change):
FIRST OFFENSE EJECTION: Results in missing the remainder of that game and the next game that team is scheduled to play.
SECOND OFFENSE EJECTION: Results in missing the remainder of that game and the next two games that the team is scheduled to play.
THIRD OFFENSE EJECTION: Results in missing the remainder of that block. If the third offense happens at the end of block play, the penalty will be carried over to the next block. The penalty will then be a suspension from that game and the next four games that individual is involved in. A meeting with the director of intramurals may be required.
FOURTH OFFENSE EJECTION: Banned from all Intramural play for one calendar year
Dunking (defined as snapping or pulling down the rim) before, during, or at half of a game will result in a technical foul and will result in the player missing the remainder of that game as well as the following game. If dunking occurs during the last week of regular play before the tournament, the player will not be allowed to play in game one of the tournament. If dunking occurs during the tournament, the player will not be allowed to play in the remainder of the tournament.
On defense, a male may not be in the lane for longer than five consecutive seconds. If he is, play will be blown dead, a team technical foul will be called, and the opposing team will be awarded two free throws and the ball out of bounds. (Note: Since this is a team technical, the player at fault will not be personally penalized and may still receive two individual technical fouls before being ejected.)
Questioning a call made by the referee can only be made by the team captain. Any other team member questioning the referee will receive a warning.
A jump ball at half-court will start the game and each overtime period. The jumper may not touch the ball more than twice. All other jump ball situations will result in alternating possessions. The ball will be put into play at half-court to start the second half for the team receiving the next alternating possession.
There will be a 10 second line at half court, a three second rule is in effect in the free throw lane, and a five second closely guarded (defined as one arm length of the defender) front court rule.
Player substitution is allowed during dead ball situations only. All players must check in with the official scorekeeper at their court before they will be allowed into the game. Players may only enter the game from the score table, and at the beckon of the officials.
Goaltending, when a player touches the ball while it is in a downward flight, when the entire ball is above the level of the basket ring, when the ball has a possibility of entering the basket in flight, when a player slaps the backboard in an attempt to block the basketball, or the ball is not touching an imaginary cylinder which has the basket ring as its lower base, is illegal. It will result in the awarding of a field goal.
There will be 6 players allowed in the lane during a free throw situation. Players may enter the lane once the ball has been released from the shooters hands. The shooter and anyone outside the three point line cannot enter play until the ball has made contact with the rim.
All other calls and rules will be consistent with those of WIAA Basketball Rules. A copy of the rules is available at the Intramural Office.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 7/07 LK |
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Bean Bag Toss Rules
Must Bring Student ID to Play
- In singles, players stand at the same end and alternate throws.
- In doubles, one player from each team stands on opposite ends DIRECTLY across from his/her partner. This means if one person is standing on the left side of the board, the other will stand on the right side of the board at the opposite end.
- In doubles, a round consists of only ONE person from each team throwing at a time. Throws will alternate between players.
- The person/team who most recently scored points will throw first during a round. This includes when a person goes over the 21-point limit. To begin a match, do rock-paper-scissors to decide who throws first.
- Note that only one rock-paper-scissors game is necessary to decide both who throws first and what side of the boards teams stand on. The winner of the rock-paper-scissors can decide EITHER order of throwing or sides, not both. The other team will be able to make the remaining decision.
- A legal throw consists of a person staying behind the front edge of the board on their side during the throw. If a person steps past this point, their throw is considered illegal and should be removed from the board. If there is a controversy about a throw, it should be redone with existing bags put back to their original locations on the board.
- The point of the game is to be the first team/person to get to exactly 21 points.
- Points are scored in two possible ways: landing a bag securely on the board (1 point) or throwing the bag through the hole (3 points).
- As soon as a bag makes any contact with the ground, it is no longer able to score points. This includes bags that roll onto the board or bags that are half on the board and half on the ground.
- If a bag does roll onto the board, it must be removed before the next person throws.
- Points are only counted at the end of each round, and therefore, bags can be legally knocked off the board by proceeding throws.
- Only one team can score points each round, so points cancel each other in a round. (e.g. If your team has 3 on the board and 1 in the hole (6 points) and the other team has only two on the board (2 points), your team would score 4 points for the round)
- Points accumulate after each round played until a team has exactly 21 points.
- If a team goes over 21, their total score then becomes 15 for the next round.
- When choosing throwing sides, do rock-paper-scissors for the first game if you can’t agree on sides. The losing team will choose sides for the next game.
- Bags must be tossed in an underhand fashion. No overhand tosses will be considered legal.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 7/07 LK |
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Broomball Rules
Must Bring Student ID to Play
Teams consist of 6 players on the ice (including the goalie).
A team will have deemed to forfeit a match if the team has less than 5 players at the start of the game. At least one player from either sex must be on the ice at all times (i.e. 1 female and 5 males; 1 male and 5 females)
Games will consist of two twenty minute halves. Each half will be separated by a one minute break.
Clarification of any decisions must only be done by the captains.
If a player is found to be deliberately misusing equipment, which is damaged or broken as a result, that player will be required to pay the full replacement cost of the equipment.
A broken broom is considered a dangerous piece of equipment and under no circumstances is a player to continue playing with a broken broom. The player must get a new broom immediately.
A player may at no time have more than one broom in his/her hands while play is in progress.
A player’s broom may not attempt to make contact with the ball above the waist. Stoppage of play will result, and the opposing team will receive possession.
When the ball goes outside the playing area, play shall be stopped. Once the ball is back in play, the ball will be given to the opposite team in the area in which the ball went out.
A player shall not interfere with the play (or ball) when it’s caught in the goal’s net.
A player shall be allowed to kick the ball from one player to another. A kick pass shall be treated as a stick pass. A player cannot score by kicking the ball; shots must be made with the stick.
A player is allowed to stop the ball with his/her hand and direct the ball to the ice. A player shall not be permitted to carry or advance the ball with any part of the body other than their feet. Stoppage of play will result, and the opposing team will receive possession.
The team having scored the most number of goals during regular playing time or after overtime shall be considered the winning team.
If at the end of full time in any match the score is tied, there will be a shoot-out. Five players (at least one of each gender) from each team will alternately take shots hockey style (starting at mid ice and attacking the goal). If there is an even score after that, then there will be a sudden death shoot-out where one player from each team will shoot and the first time one team scores and the other misses, then the scoring team is the winner.
A team that scores a gap of 10 goals against the opposing team will be awarded the match.
FACE-OFF
Players contesting the face off may move their sticks prior to the ball being dropped but the stick must not leave contact with the ice. No upward motion of the broom towards the opposing player shall be allowed.
The remaining players of both teams must stand at least 15 feet from the players facing off.
The ball must first touch the ice before a player hits it. Violation of this rule will result in the opposing team’s possession.
FOULS AND UNSPORTSMANLIKE CONDUCT
Using the momentum of a run to increase the impact of a body check on an opponent
Charging an opponent from behind or injuring an opponent as a result of the charge
Deliberate interference on an opponents body from behind
Checking an opponent with a knee or elbow or causing injury through the check, cross checking
Using unnecessary roughness on an opponent
Placing a broom, knee, foot, arm, or elbow in such a manner that causes a opponent to trip or fall
NO sliding, however you are allowed to drop to one knee to stop the ball. You must always play with both feet on the ice when hitting the ball. You may NOT use you body to stop the ball from advancing. A penalty shot will be awarded when a defender illegally slides to block a legitimate shot on goal. All other illegal slides will be whistled dead and offense retains possession.
Using abusive language, arguing the referee’s decision or showing no regard for the officials
Any infraction involving an injury
Any fight will result in immediate ejection and possible suspension.
Holding an opponent with the hands or in any other manner
Deliberately throwing a broom in the direction of the player in possession of the ball
In a clean break-away situation, the goalie comes out to tackle the oncoming player and the referee is convinced the goalie tackled the player and not the ball
No contact with goalie
Slashing: Any downward movement of one’s stick that hit’s an opponent’s stick or the opponent himself
Note: It is legal to tap an opponent’s stick from underneath as long as it doesn’t result in a high stick
GOALS AND GOALIES
A goal shall be scored when the ball has legally passed between the goal post below the cross bar and completely across the goal line.
If the shot of an attacking player has been deflected into the goals by any part of the body of another attacking player, the goal shall be allowed and the player off whom the ball was deflected shall be credited with the assist. The goal shall not be accepted if the ball has been kicked, thrown or otherwise deliberately directed into or deflected off a defender into the goal by any other means other than a broom.
No goal shall be allowed if any attacking player precedes the ball into the goal square. A player is considered in the goal square as long as part of his/her body is in contact with the ice inside the goal square.
A goal scored from a high broom shall not be allowed, except from the broom of a defensive player in his/her own net.
A face off in the end zone shall occur and the play whistled dead if the goals are moved out of position by a defending player and the goals interfere with the play.
A face off in the neutral zone shall occur if the goals are moved out of position by an attacking player or after a goal is scored.
Goalies may choose to use a stick or not. If they choose to use a stick, it must be in their possession at all times unless attempting a save. A stick may not simply sit on the ice in front of the goal.
After a goalie makes a save, they may inbound the ball by passing it with their hand, kicking it off the ground, or hitting it with their stick. Punting the ball is not allowed. Regardless of the way the goalie enters the ball back into play, it must touch a player first before crossing the mid-court line. Also, a legal hand pass must touch a player or the wall behind the goal line.
LOSS-OF-POSSESSION VIOLATIONS
For all loss-of-possession violations, the ball will be put in possession of the team who didn’t commit the violation. When a player inbounds the ball from a loss-of-possession violation, opposing players must be a full stick length away, and the inbound can be a pass or a shot.
High sticking
Passing/carrying the ball with any part of a player’s body other than their feet
When a player taking a face off touches the ball before it hits the ground
When a goalie’s inbound pass crosses mid-court before touching a player
When a ball is directly over a barrier of the court
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 1/25/10 RR |
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Flag Football Rules
Must Bring Student ID to Play
Section A
Metal spikes will not be permitted. Shoes with removable cleats will be permitted. Pliable rubber cleats, turf shoes, or tennis shoes may be worn. Shoulder pads, hip pads, casts, hats, or helmets are not permitted.
Gloves, shin guards, forearm pads, and elbow pad may be worn.
Section B
Games are played with eight (8) players per team on the field. However, a team may start a game with a minimum of six (6) players.
A substitution is allowed only when the ball is not in play.
A coin flip before the game will determine choice of receiving or defending. THERE ARE NO KICKOFFS. The winner of the toss chooses first. At the start of the second half, choices are reversed.
A team has five (5) minutes after the scheduled game time to start play. If a team is not present or does not have the minimum required players to begin a game five minutes after the scheduled start, they will receive a forfeit, resulting in a $15 fee charged to the team captain.
An official game will consist of two twenty-minute halves. The clock will run continuously unless there is a time out or it is the last two minutes of the second half.
Each team will have 2 timeouts a game. These timeouts may be used at any time. In overtime each team will only have one time per overtime. Timeouts will not carry over.
Teams are not allowed to stall. Each team will have 25 seconds to run a play. The side official will keep track of this.
During the last two minutes of the second half, the clock will stop on all time outs, penalties, incomplete passes, or plays ending out of bounds. The clock will not stop on first downs. However, a 28-point “mercy clock” rule will apply when applicable.
Section C
A tie score after regulation will result in an overtime period.
A coin flip before the overtime period will determine who receives possession first and who plays defense first.
During overtime, the ball will be place on the twenty-yard line. Each team will have four (4) plays to score a touchdown.
In overtime, a team wins by scoring a touchdown on their possession, and preventing their opponent from scoring. If the team on defense scores in the overtime period the game is over.
If the score is still tied after three (3) overtime possessions, the game will result in a tie.
Game officials will keep the time and score.
Section D
Game Balls WILL be provided for each game, however teams may use their own ball if they choose as long as it is approved by the officials before hand.
The playing field will be sixty (60) yards long in addition to two (2) ten (10) yard end zones.
There will be two (2) pre-designated first down lines, twenty yards from each end zone.
Each team will receive four (4) downs to cross the next first down line on the field by running, passing, or penalty. Note: if the result of a play takes a team beyond their previous first down line, they still must reach the further first down line. I.E. you can’t cross the same first down line twice on a possession.
If a team reaches fourth down and wishes to punt, they must declare their intention to the referee. A team may not run a fake punt nor may they punt when they have not declared that intention to the referee. Also, the defense MAY NOT rush the punt, and the offensive players cannot leave the line of scrimmage until the ball is punted.
Flags must be worn outside of shirts.
Section E
Each offensive team must have three (3) blockers on the line of scrimmage. These blockers may not catch passes, unless the ball is tipped first. The offense may have an eligible receiver (a player other than the three designated lineman) block at the line of scrimmage.
Each defensive team must have three defensive linemen. These players must start the play on the line of scrimmage. They must line up with their head no wider than the outside shoulder of the man across from them and must have their shoulders square to the lineman’s shoulders. These linemen do not have to rush the passer, but they must remain on the line of scrimmage, they may not drop more than 2 yards back into pass coverage.
The lineman cannot rush until the ball touches the quarterback’s hands. Also, the center must snap the ball directly back to the quarterback, no “floater” snaps. In the case of a floater snap, if a defender leaves early the Referee is permitted to let the play go.
No blitzing of any kind is allowed. The only players who may rush the passer are the three (3) players who started the play on the line of scrimmage. The defense may not put more than three players on the defensive line in order to hide whom will rush the passer.
Defensive line stunts are legal.
The rest of the defense may cross the line of scrimmage only once the ball leaves the possession of the quarterback.
There are no quarterback sneaks, draws. The quarterback may not run beyond the line of scrimmage unless the defensive line rushes. If there is no pass rush, the quarterback may not run beyond the line of scrimmage.
The player who receives the snap is deemed the “quarterback”. There are no “direct snaps” to a running back that allows that player to move beyond the line of scrimmage.
Section F - Penalties
Chop Blocking is strictly forbidden! Contact during a blocking situation is legal however; the block must be thrown ABOVE THE WAIST! No player may contact a person below the waist for any reason. The penalty for a cut block is 10 yards and loss of down. (the official may eject a player if he/she feels the block was meant to injure an opponent)
Illegal hands to the face - 5 yards. Players, offensive or defensive, may not contact an opponent’s head with any part of their body for any reason.
Offensive Holding – 5 yards
Illegal Touching – 5 yards and loss of down. A player can not run out of bounds then back into play and be the first person to touch the ball.
Illegal Contact – 5 yards. Defensive players are not allowed to contact an eligible receiver until he has possession of the ball. There is no five-yard “bump” rule.
Defensive Pass Interference – 5 yards/automatic first down
Offensive Pass Interference – 5 yards
Illegal Motion – 5 yards. Players can’t be moving forward at the snap of the ball. In addition a team can’t have more than one player in motion at the snap of the ball
Illegal Tackling – 10 yards/automatic first down. When attempting to tackle (Pull Flags) an opponent, the defensive player must be reaching for the opponent’s flags. This is crucial. Contact with the offensive ball carrier is legal if and only if the defensive player is reaching for the offensive player’s flags or making a play on the ball. The defensive player may not contact the ball carriers head, chest, legs, knees, ankles, or feet for any reason. Also, a player may be ejected if the official feels an illegal tackle was intended to injure an opponent.
Illegal Offensive Contact—5 yards from the spot of the foul. Players possessing the football cannot lower their shoulders in order to stop the defense from pulling their flags off. Also, lineman may not use excessive force when blocking. This will be up to the discretion of the officials.
Stiff – Arming/Flag guarding – Play will be blown dead by the official at the spot of the violation. An offensive player may not use the classical “stiff – arming” technique at any time.
Tied Flags-5 yards from the original line of scrimmage.-Before player can enter must show ref that the flags are not tied anymore.
Illegal flag wearing-5 yard from original line scrimmage
Loss of flags –
If flags fall off, the play will be blown dead at the spot where the player catches/possesses the ball
If flags are torn off before the player’s interaction with the ball, a 5 yard penalty on the defense will be assessed from the result of the play. If the result ends within 5 yards of the endzone, ½ of the distance to the endzone will be assessed to the result of the play.
Illegal Forward Pass – 5 yards from line of scrimmage and loss of down.
Not Enough Men on the Line of Scrimmage – 5 yards from the line of scrimmage.
Illegal Pass Rush – 5 yards from the line of scrimmage. This includes blitzes and defensive lineman dropping into pass coverage.
Illegal Quarterback Run – 5 yards from the line of scrimmage.
Roughing the Passer – 5 yards from the end of the play, if play results in a loss, 5 yards from the line of scrimmage. This will only be called if the Quarterback is deliberately and harshly contacted after they release the ball. If a defender brushes the quarterbacks arm as he releases it roughing the passer will not be called. REFEREE’S DISCRETION.
False Start – 5 yards from the line of scrimmage
Offside – 5 yards from line of scrimmage
Personal Foul/Un-sportsmanlike Conduct – 10 yards from end of the play. Any activity the official deems unnecessarily rough or un-sportsmanlike will be penalized.
**Officials retain the right to eject a player for any action they feel warrants such a penalty.
Fighting is met with immediate ejection and a minimum one game suspension; further action is dependent on a ruling by Intramural Supervisors.
The only penalties that are more than 5 yards are Chop Blocking, Personal Foul, and Tackling. All these penalties will result in 10 yards.
Penalties resulting in automatic First Down are Defensive Pass Interference, Tackling, and Personal Foul.
Penalties resulting in loss of down are chop blocking and illegal forward pass.
Section G
There are no fumbles. The ball is dead where it touches the ground in any and all situations. The only exception is on punts. If the ball hits the ground, the receiving team can forward the ball that has hit the ground. However, if the receiving team muffs the football, the play is dead at the spot where the ball hit the ground.
Touchdown = 7 points
The official’s decision is always final.
Section H
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 3/30/10 JL |
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Kickball Rules
Must Bring Student ID to Play
A team must field at least 7 players with a maximum of 9 players on the field.
Must be 2 girls on the field at all times, one in the infield and one in the outfield, catcher does not count as part of the infield.
Games will be 9 innings or 30 minutes which ever comes first.
If a game ends in a tie it will remain in a tie.
Pitching
Kicking
Running
Runners must stay within the base line. Runners hindered by another player who does not have the ball shall be safe at the next base.
Neither leading off base or stealing is not allowed.
Hitting a runner with the ball above the shoulder is not allowed. Any runner hit above the shoulders is safe and advances one base unless the runner intentionally uses the head to block the ball then the runner is out.
After a kicked ball is caught, the runner on base must first tag the original base before running.
All ties go to the runner.
Only one base on an overthrow.
Base runners may NOT slide at any time. Sliding will result the base runner being declared “out”.
Strikes
Balls
- A count of 4 balls advances the kicker to first base.
- A ball is a pitch that does not touch the plate or an illegal bouncing ball
Fouls
- A count of 2 fouls constitutes an out
- A foul is a kick exiting the baseline before reaching first or third base.
Out
- A count of three outs by a team completes the team’s half of the inning.
- An out is:
- a count of three outs of four fouls.
- a runner touched by the ball at any time while not on base.
- a fair or foul ball that is caught.
- a ball tag on a base to which a runner is forced to run.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 3/24/09 JL |
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Racquetball Rules
Must Bring Student ID to Play
A match is won by the first side winning two games. The first two games of a match are played to 15 points. If each side wins one game, a tiebreaker game is played to 11 points.
The serve is started from any place within the service zone. Neither the ball, nor any part of either foot may extend beyond either line of the service zone when initiating the service motion. Stepping on, but not over, the lines is permitted. When completing the service motion, the server may step over the service line provided that some part of both feet remain on or inside the line until the served ball passes the short line. The server may not step over the short line until the ball passes the short line.
After taking a set position inside the service zone, a player may begin the service motion (any continuous movement which results in the ball being served). Once the service motion begins, the ball must be bounced on the floor in the zone and be struck by the racquet before it bounces a second time. After being struck, the ball must hit the front wall first and on the rebound hit the floor beyond the back edge of the short line, either with or without touching one of the side walls.
Dead-Ball
A dead-ball serve results in no penalty and the server is given another serve.
A serve that takes an irregular bounce because it hit a wet spot or an irregular surface on the court is a dead-ball serve.
If the ball is determined to have broken on the serve, a new ball shall be substituted and the serve shall be replayed, not canceling any prior fault serve.
Fault Serves
Two fault serves result in an out.
Foot faults result when the server does not begin the service motion with both feet in the service zone or the server steps completely over the service line before the served ball crosses the short line.
A short serve is any served ball that first hits the front wall and, on the rebound, hits the floor on or in front of the short line either with or without touching a side wall.
A three-wall serve is any served ball that first hits the front wall and, on the rebound, strikes both side walls before touching the floor.
A ceiling serve is any served ball that first hits the front wall and then touches the ceiling.
A long serve is a served ball that first hits the front wall and rebounds to the back wall before touching the floor.
A served ball that first hits the front wall and on the rebound passes so closely to the server that it prevents the receiver from having a clear view of the ball.
Out Serves
Any attempt to strike the ball that results in a total miss or in the ball touching any part of the server’s body. Also, allowing the ball to bounce more than once during the service motion.
Any served ball that on the rebound from the front wall touches the server or server’s racquet, or any ball intentionally stopped or caught by the server.
An illegal hit is a hit that includes contacting the ball twice, carrying the ball, or hitting the ball with the handle of the racquet or part of the body or uniform.
Any served ball that hits the crotch of the front wall and floor, front wall and side wall, or front wall and ceiling is an out serve because it did not hit the front wall first. A serve into the crotch of the back wall and floor is a good serve and in play. A served ball that hits the crotch of the side wall and floor beyond the short line is in play.
After a legal serve, a player on the receiving team must strike the ball on the fly or after the first bounce, and before the ball touches the floor the second time; and return the ball to the front wall either directly or after touching one or both side walls, the back wall or the ceiling, or any combination of those surfaces. A returned ball must touch the front wall before touching the floor.
The failure to return a serve results in a point for the server.
Only the head of the racquet may be used at any time to return the ball.
In singles, if a player swings at the ball and misses it the player may continue to attempt to return the ball until it touches the floor for the second time.
When an opponent is hit by a return shot in flight it is a dead ball.
At the end of the match, both players need to sign a score sheet and return it to the Intramural Window.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 7/07 LK |
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Indoor Soccer Rules
Must Bring Student ID to Play
Teams shall consist of six field players and a goalie (7 total). The roster limit is ten people. There must be at least five players to play the game (At least two women and two men.)
The game will consist of two twenty-minute halves with a two-minute half time.
A team, that is late, has five minutes past the kickoff time before the game will be named a forfeit.
Games ending in a tie will remain a tie. Each tie will be counted as one point and each win will be counted as three points.
Substitutions are unlimited and will be made while the game is in progress. Substitution of goalkeepers can only occur while the game is stopped.
A player can receive two yellow cards in one game. Upon receiving the first yellow card that player must be subbed out for 2 minutes before being able to return to the game. If a player is given two yellow cards in the same game, that is equal to a red card and an ejection. The team must play short the rest of the game.
Penalties deserving a yellow card:
Slide tackling, vulgar or profane language, showing dissent by word of mouth or action to decisions given by the referee.
A red card can be given at any time without the player first receiving a yellow card. When a player gets a red card, they must leave the game and their team must play short. An ejected player cannot be replaced.
Penalties deserving a red card:
Is guilty of violent conduct or serious foul play, is abusive in language or gesture towards a player or official, a player persists in misconduct after receiving a caution.
If a player receives a red card or two yellow cards in one game at anytime during the block they must miss one full week of intramural play.
The goalkeeper may use his/her hands in the penalty box except when a teammate deliberately passes the ball back.
Once a goalkeeper has possession of the ball he/she may throw or kick the ball.
For indoor soccer, on a goal kick, punt or throw the ball cannot go past the midline without first touching the floor, the netting or a player. If a violation occurs, it will result in an indirect kick where the ball crossed the midline.
After the goalkeeper obtains possession of the ball (In his/her hands), he/she must get rid of the ball within six seconds of receiving it. He/she may do so by placing it on the ground and kicking it, punting it, or dribbling it out. However, once the ball is put to the ground he/she cannot pick it up again unless the opposing team touches the ball first.
A goalkeeper can not dribble the ball from outside of the box, into the box and pick it up with his/her hands, unless opposing team touched it last.
The goalkeeper may slide to make a save, but ONLY in the goal box.
Goalies may not intentionally use their hands to save a shot when out of the goalie box.
All free kicks and kick-offs are indirect.
The offsides rule does not apply.
The ball is dead when it touches anything attached to the sealing (except the side nets) and will be restarted with an indirect kick by the opposing team.
Out of bounds consists of the ball leaving the field through the side nets or hitting the net above the goal in the designated area. If the ball leaves the field through the side net play restarts with an indirect kick by the other team where the ball went out. If the offense touches the ball last before it hits above the goal in the designated area a goal kick will result. If the defense touches the ball last a corner kick will take place.
When an indirect kick is issued, players from the opposing team must be three yards (9ft.) away from the ball until the ball is touched.
Once an official intervenes with the restart, a whistle is needed before the restart can be taken.
In playoffs, if the game ends in a tie, there will be one five-minute sudden death overtime period. If that doesn’t decide the winner, a five shot shootout will declare the winner.
No hats of any kind may be worn during a game. Bandanas are okay but baseball caps are not.
ALL DECISIONS BY OFFICIALS ARE FINAL and the referee have the right to eject any one out of the game if fouls or language get out of control.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 1/25/10 AA |
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Outdoor Soccer Rules
Must Bring Student ID to Play
Teams shall consist of six field players and a goalie (7 Total). The roster limit is ten people. There must be at least five players to play the game (At least two women and two men.)
The game will consist of two twenty-minute running halves with a two-minute half time.
A team, that is late, has five minutes past the kickoff time before the game will be considered a forfeit.
Games ending in a tie will remain a tie. Each tie will be counted as one point and each win will be counted as three points.
Seeding for tournament will go by win and tie points. Goal differential (goals scored/goals allowed) will break remaining ties.
Substitutions are unlimited and will be made while the game is in progress. Substitution of goalkeepers can only occur while the game is stopped.
A player can receive two yellow cards in one game. If a player is given two yellow cards in the same game, that is equal to a red card and an ejection. The team must play short the rest of the game. Upon receiving a yellow card the player must sit out for 2 minutes before being able to return to the game.
Penalties deserving a yellow card:
Slide tackling, vulgar or profane language, showing dissent by word of mouth or action to decisions given by the referee.
A red card can be given at any time without the player first receiving a yellow card. When a player gets a red card, they must leave the game and their team must play short. An ejected player cannot be replaced.
Penalties deserving a red card:
Is guilty of violent conduct or serious foul play, is abusive in language or gesture towards a player or official, a player persists in misconduct after receiving a caution.
If a player receives a red card or two yellow cards in one game at anytime during the block they must miss one full week of intramural play.
The goalkeeper may use his/her hands in the penalty box except when a teammate deliberately passes the ball back (this includes throw-ins.)
The goalkeeper needs one foot in the box in order to pick the ball up or throw it.
The goalkeeper may slide to make a save, but ONLY in the goal box.
The goalie may punt the ball.
Goalies may not intentionally use their hands to save a shot when out of the goalie box.
Penalty: Yellow card will be administered to the goalie. The goalie must sit out for two minutes.
After the goalkeeper obtains possession of the ball (In his/her hands), he/she must get rid of the ball within six seconds of receiving it. He/she may do so by placing it on the ground and kicking it, punting it, or dribbling it out. However, once the ball is put to the ground he/she cannot pick it up again unless the opposing team touches the ball first.
A goalkeeper can not dribble the ball from outside of the box, into the box and pick it up with his/her hands, unless opposing team touched it last.
All free kicks and kick-offs are indirect.
The offsides rule does not apply.
Out of bounds consists when the ball rolls completely over the painted side and end lines.
When an indirect kick is issued, players from the opposing team must be three yards (9ft.) away from the ball until the ball is touched.
Once an official intervenes with the restart, a whistle is needed before the restart can be taken.
In playoffs, if the game ends in a tie, there will be 1 sudden death overtime. If the game is still tied there will be a 5 person shootout (consisting of at least one woman and/or one man.) If there is still no winner a sixth person will shoot from each team and then a seventh etc. until there is a goal followed by a miss to win.
No baseball caps of any kind may be worn during a game
ALL DECISIONS BY OFFICIALS ARE FINAL and the referee has the right to eject any one out of the game if fouls or language get out of control.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 1/25/10 AA |
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Softball League & Tournament Rules
Must Bring Student ID to Play
Game Length and Mercy Rule
Each game will last seven innings or 1 hour, whichever comes first, with an equal number of innings (times at bat) for both teams. However for tournaments there is NO time limit. There will be a 12 run mercy rule after the completion of 5 innings, and a 20 run mercy rule after 3 innings.
Rosters/Game Play
Teams must consist of at least EIGHT players in order for play to begin. Each team must have at least THREE FEMALES to participate, or in the case where there are more females than males there must be at least THREE MEN in order to participate. No more than TEN members on the field at one time.
There must be at least THREE men/women in the field at all times, one infield and one outfield. The catcher position does not count as infield!
All women must bat with no more than three men batting consecutively.
All players who start the game in the field must also bat, unless there is an extenuating circumstance, in which case a team may take an out when a player’s spot in the order is due up.
A team may not bat more than 12 players, however up to 15 players are allowed on the roster.
No team may have more than FOUR infielders at any time (this does not include the pitcher and catcher). However once the batter makes contact with the ball any fielder may enter the infield in an attempt to make a play on the ball or cover a base. (Having your outfielders play on the edge of the infield and outfield is LEGAL as long as they begin play on the grass).
Substitution Rules
Batting order must remain the same throughout the game
If a team wishes to bat more than 10 players (Maximum of 12) and continuously rotate who sits and who plays in the field they may do so, however as before stated the batting order must remain constant from the beginning to the end of the game.
If a team with over 12 players wishes to substitute a player out for another who has yet to play they may do so, however that player assumes the removed players spot in the batting order. The player who was substituted out is then done for the game and CAN NOT re-enter the game. The only exception to this will be in the case of an injury where the team needs to re-enter a player to maintain 10 defensive players or the minimum to continue playing.
Pitching
If there are multiple mounds, the back mound will be used by the pitcher.
b) The pitcher must pitch the ball underhand with NO windups, windmill, or overhand pitches!
The pitch must have an arch of no less than 6 feet and no more than 12 feet. The umpire will determine if the pitch was good. A pitch too high or too low will be called a ball. If called a ball at batter makes contact, ball is considered LIVE.
A pitch is a strike if it is at the correct height and lands on home plate (which includes the extended mat area, 17 inches wide by 3 feet long)
Balls/Strikes
A batter will receive 3 balls for a walk. If a man is walked without any strikes and is followed by a female the female has the option of taking first base, advancing the runners.
A male batter will be given 2 swinging strikes for an out and only 1 strike looking; Female batters will receive 2 swinging strikes and 2 strikes looking before being called out.
Batting
The order of batting must remain the same throughout an entire game. The batting order continues where it left off the previous inning..
Each batter must take a full and complete swing at the ball. NO bunting is allowed and will be considered an immediate out! In addition if a batter steps over home plate or on it while swinging they will be called out immediately.
The batter may not step on or over the plate while swinging. Doing so will result in the batter being called out.
If the batter intentionally throws the bat, he/she will automatically be called out.
The batter cannot run with the bat! Once the batter makes contact, they must drop the bat before running to first base!
Base Running
A runner may over-run first base and home plate only. However if a base runner makes a decisive move towards second base after over running first he may be called out…UMPIRES DISCRETION
If the runner does not stop on second or third base, he/she may be caught off base and tagged “out.”
When over running first base the runner must stay to the outside (the ORANGE portion of the bag). Exceptions will be made if the 1st baseman forces the runner to the WHITE portion or inside of the bag.
A runner may not lead off until the ball is hit. He/She will be called out if caught doing so.
*** The Base runner must touch home plate when advancing home, not the mat in order to be considered safe.
SLIDING WILL BE ALLOWED AT ANY BASE. However, defensive blocking (where the defensive player puts any part of themselves in-between the base and the runner) will NOT be allowed. This INCLUDES the catcher blocking home plate. If this happens the runner will be called safe.
Fielding
To consider a person “out,” one of the following situations must occur:
The ball must be caught before it touches the ground.
The runner must be tagged with the ball by the fielder. To be tagged out, the runner must not be on a base (i.e. either running to a new base, or over-running second or third base
A runner will be called out if they run outside the baseline…UMPIRES DISCRETION
A runner will also be called out if they interfere or obstruct a fielder attempting to make a play on the ball, at the same time a runner may be awarded a base if the fielder obstructs him. In both cases play is considered dead and will be stopped, the umpire will then make his ruling.
The ball must be securely in the hands of a fielder standing on a base, where the ball has arrived before the runner. This only applies if the runner is forced to run (i.e. he/she has just batted, or another runner forces him/her off their current base).
A ball hit off the bat makes contact with a base runner in fair territory while not safely on a base. The runner will be called out immediately and play will be stopped. The batter will be awarded first base. If there are any other runners on base at the time they will be sent back to their original base. The only exception is if the batter being awarded first base forces the other runners to move up a base.
The Infield Fly Rule is in effect…INFIELD FLY RULE - A batter is called out on an easily caught pop fly to an any defensive player near or in the infield when there are runners on first and second or the bases are loaded and there are LESS than two outs. The batter is called out and all base runners advance at their own risk once the fly ball has been touched. When such a hit is made the umpire should immediately call “infield fly the batter is out.” When in doubt the umpire should call “infield fly, the batter is out if fair.”
If the ball is hit into the outfield or infield and is caught before it touches the ground, the batter is out and runners may advance being aware of the threat of getting “out.” Runners may only advance after the ball has been clearly caught by the fielder.
In extremely close plays or a tie, the decision will be in favor of the runner.
If the batter hits the ball into the air and the catcher catches it, the batter is “out” if the ball rises ABOVE the height of the batter’s head before it is caught. Otherwise, it is considered a strike.
If a live ball bounces over or rolls under the fence the defensive player should raise their hands. At that point the umpire will run out and determine if the play will be considered a ground rule.
SLIDING WILL BE ALLOWED AT ANY BASE. However, defensive blocking (where the defensive player puts any part of themselves in-between the base and the runner) will NOT be allowed. This INCLUDES the catcher blocking home plate. If this happens the runner will be called safe.
The umpires have the final call on all plays and cannot be disputed by either team.
An Intramural Supervisor or Official/Umpire may disqualify a player or spectator at any time he/she feels the player’s behavior or actions are inappropriate.
Bats will be considered illegal if they are on the latest ASA banned bat list.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 4/22/10 JL |
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Tennis Rules
Must Bring Student ID to Play
Play for Intramural Tennis is determined by the number of participants and the number of courts available. Schedules will be set during the captain’s meeting.
The first person/team to win 8 games (winning by at least 2 games) will be deemed the winner.
Tie breakers: If the match reaches a 8-8 game score, a tie breaker will be played. The first player/team to win 7 points (must win by two) wins the match. Rotate sides when the point total is a multiple of 6 (e.g. 4-2, 6-6, 9-9, etc…). The winner of the tie breaker will win the match and 8 points, just like any other win. The loser will get a loss as well as 8 points.
If one player does not show up within 5 minutes after the scheduled start time, it is counted as a forfeit and the other player automatically gets a win. The winner of a forfeit will receive 8 points and the loser will get no points.
The winner of the match needs to report the win to the Intramural Supervisors after the match.
Use a fair method of choice (e.g. spin racket, flip coin, paper-rock-scissors, etc…) to decide who serves first or choice of a side of the court. The loser of the toss has the remaining option.
The score of a game is 15-30-40-GAME (must win by two).
Switch sides of the court after every odd numbered game total in the set.
Start serves on the right side and then alternate sides.
One player serves throughout an entire game.
For doubles play, both teams and players on the same team alternate serving. Therefore, each player will serve 1 out of every 4 games.
All other WIAA tennis rules apply.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 7/07 LK |
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Trench Ball (Co-ed) Rules
Must Bring Student ID to Play
Teams consist of as much as 8 players. The minimum number of players required at game time to prevent forfeit is 6, but each team must have a minimum of two men and two women playing at all times. The games last up to 40 minutes with a 5 minute intermission at the 20 minute mark. The team that wins the most games at the end of the time limit wins. Ties will result in one final game to determine the winner.
Only the captain of a team is allowed to bring concerns or questions to IM supervisors or official. The captain is also responsible for having all players on his or her team check in before play. At this time jerseys will be distributed to the teams.
If a team is not ready to play five minutes after the scheduled time, a forfeit shall be declared and the other team will receive a win. In the chance of a forfeit, the team who wins the forfeit will receive the average of all the winning scores for that hour to be added to their total points.
Substitutions are only allowed at the end of a game or during the rest period; the official will approve all substitutions. Each game starts with 4 balls, 2 balls for each team.
No squishing or kicking of the balls!!!! Kicking is different than stopping a ball with your foot. This ruling will be up to the discretion of the official. Also, players may not thrown a ball by a rip or torn part.
The object is to throw the ball at the opposing team and contact one person. The first person contacted by a thrown ball from an opposing team member on the fly is out of the game and must go to the trench area (deflections off the basketball net, bleachers, other team members, wall, or floor do not count). Once the ball makes contact with the floor or any other inanimate object the ball is dead. The person throwing the ball is out if an opposing player catches the ball on the fly without the ball hitting anything else (this includes another player). A player is not allowed to block incoming balls with balls in their possession because the ball is considered part of the hand.
You must actually release the ball to get a person out. For example, if you are both at the mid-line and you tap the person with the ball, they are not out. You must throw/release the ball from your hand to get them out.
Cheating is considered to be:
Getting hit by a ball and not going to the trench
Intentionally interacting with any ball on your way to or from the trench.
Intentionally crossing the center line or trench line.
Any other instance that the official deems to be unsportsmanlike conduct (e.g. calling an opponent out to distract them).
Penalties:
Forfeit of game
Player is ejected for the evening or possible further action
Headshots are legal. The thrower is only out if a headshot is ruled intentional. This rule is determined by the official’s discretion.
Once a player is out, he/she must raise their hand and follow the side of the court to the trench area on the opposing team’s side. The trench consists of a designated area behind the opposing team’s playing field. A team may go into the opposing team’s trench when there are no opposing players present in the trench as long as they secure possession of the ball before a member of the opposing team enters the trench. As long as a player has possession of the ball in the trench before an opposing player enters the trench, the ball belongs to the player having possession.
There will be no taking of balls to the trench area or advancing the ball to teammates once a player is out!!! Once a player is out they need to drop the balls they have in their hand immediately.
Once a called out player is in the trench, the only way they are allowed back in the playing field is by obtaining a ball and throwing out a player on the opposing team. Then, the player must go back to the designated playing area. A player may not eliminate multiple opposing players by staying in the trench.
A returning player can stay on their opponent’s half as long as they want, but they must be on their own side of the court to be considered “in play.” To be considered “in play,” a play must have at least one foot on their half of the court; also, a player only needs to step over the center/trench line with one foot to be considered out.
All of a team's players are confined to one half of the court, with their teams' side being bounded by the walls, curtains, and court separation line. Players are allowed to reach over lines to pick up a trench balls, but are not allowed to come into contact with their opponent’s court. (See Rule 14) In the incidence you do make contact with the opposing team’s court, you are then considered out and need to go to your trench. Intentionally crossing the line just to have someone in the trench is cheating (See Rule 7).
Players may not touch their opponent’s court or reach over the center/trench line using a human ladder, bleachers, or any other aid besides themselves.
If you throw your ball and fall over the line but hit an opposing player in the process you are out BUT the player you hit is not out. You must establish position on your half of the court after you throw to get someone out. Also there is no intentionally running, jumping, and then throwing your ball and landing on the other side of the line. This act is a safety hazard and considered to be cheating (See Rule 7).
Any player delaying the game (i.e. holding all of the balls) can be declared out. If a team holds a ball for more than 10 seconds, that player must roll the ball to the opposing team's side of play. If that player does not forfeit the ball to the other side, he/she will be disqualified of play for that game. You must make an attempt to throw all balls from your side. The supervisor/official on duty can declare players out. Stalling is not allowed. If the official declares your team is stalling, he/she will award a win for the opposing team and a new game will start.
It is legal to throw a ball at an oncoming ball. If the balls contact one another in the air, they are no longer live and can’t get anyone out.
When catching a thrown ball near the trench line, a player must have full possession of the ball for the play to be ruled as a catch. If any player goes into their opponent’s trench area, the player is out and can’t be hit by an opposing player in that trench.
If a player hits the ball out of an opponent’s hands when the opponent clearly has possession, the player will be considered out and must go to their trench.
Curtain Rule: Players are not allowed to intentionally contact a curtain when dodging a ball. A point will be awarded to the opposing team and a new game will be started.
Please make all and every attempt to play the game in an honest, good sportsmanship manner. Officials will end the current game and add a point to the opposing team if your team has committed any unsportsmanlike conduct or is observed not following the above stated rules!!!
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 1/25/10 CP |
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Ultimate Frisbee Rules
Must Bring Student ID to Play
The Field- A rectangular shape with end zones at each end. The end zones are marked out by cones.
Players
Outdoor: Each team has seven players, with at least two of each sex.
Indoor: Each team has six players, with at least two of each sex.
You can play down one player before forfeiting, but there still needs to be two of each sex on the field at all times.
Initial Throw-- The captains will flip the disc before the game starts to see who will receive/pull to begin the game. If the disc goes out of bounds on the pull, the receiving team may take the disc at the center of the field, even with where it went out of bounds. If an initial throw is dropped by the offense, the offense retains possession. However, the offense cannot purposely hit the disc forward to gain an advantage.
Initiate Play -- Each point begins with both teams lining up on the front of their respective end zone line. The defense throws ("pulls") the disc to the offense. Both teams must wait until the disc is thrown to move off their line. If offsides occur, there will be a re-throw.
Scoring -- Each time the offense completes a pass in the defense's end zone, the offense scores a point. The player must have control of the disc and your first foot must land in the end zone. The scoring team will then initiate play from the end zone they just scored at and the team scored upon will walk to the other end zone to receive.
Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. After the thrower established their pivot foot, it must remain the same. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
New Rule— When catching a disc one foot needs to touch in bounds to retain possession. Also, one can catch the disc in the air and throw it before one hits the ground.
Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception, stall count), the defense immediately takes possession of the disc from where the turnover occurred and becomes the offense. If the disc is thrown out of bounds, the team gets the disc nearest where the disc first went out of bounds, not where it lands. If a defender tries to intercept a throw but drops it, the defense still gains control of the disc.
Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout. There is no free substitution throughout the game.
Non-contact -- No physical contact is allowed between players. There must be one disc space between the thrower and the defender. Picks and screens are also prohibited.
Dangerous Play-- Dangerous, aggressive behavior, or reckless disregard for safety of fellow players or harmful endangerment is always a foul. This rule cannot be superseaded by any other.
Fouls -- When a player initiates contact (holding, pushing off, purposely tripping, contact blocking, ect.) on another player a foul occurs. If a foul is called, the disc returns to the last thrower, all players must return to the position they were in when the foul was called, and the point is restarted.
Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
Outdoor: The individual teams will do the scoring and both captains will report the scores back to the Intramural Supervisor and sign the score sheet contending that it’s correct.
Indoor: The Intramural Supervisor will keep score, but both captains need to sign the score sheet contending that it’s correct.
Defending – The disc can not be hit out of an opponent’s hands. If the defensive team hit the disc out of the throwers hand, the offensive team picks it up where it landed on the ground and the play is restarted. If a deflection occurs, either offense or defense can make a play on the disc.
Ending the game – Games will be played until 10 points or until time expires. The time consists of 2 twenty minute halves with a 3 minute half time. If the game is tied at the end of the second half, there will be no deciding game and it will be recorded as a tie.
Conduct—The Intramural Supervisor will be able to disqualify any player or fan that is acting or behaving in an inappropriate manner.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 1/31/10 CP |
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Volleyball Rules
Must Bring Student ID to Play
Only the captain of a team is allowed to bring concerns or questions to IM supervisors. The captain is also responsible for having all players on his or her team check in with ID’s before play. Any player with out an ID will not be allowed to play.
If a team is not ready to play five minutes after the scheduled time a forfeit shall be declared and the other team will receive a win.
Coed teams will be allowed to play with any of the following:
3 females/3 males 2 females/3 males *Men may not play in the women’s league and women
2 females/2 males 3 females/2 males may not play in the men’s league*
Also you may not have more than one more male than a female(vice versa) Example: you have 2 girls so in turn you are only allowed to have 3 guys.
There must be 4 players to begin the match, but can finish with 3. The roster limit is 10 people. However, in the Men’s and Women’s divisions teams may play with 3 on a side to start but no less and must end with this number on the court.
Three hits are allowed on a side. Three men or women can make all three hits, NO sex rule.
“Volley for serve”, the winner may choose either to take the first service or their choice of which side to play on. In games 2 &3 the losing team will start with the serve.
Each member of the team shall serve in turn and has only one trial to get the ball over the net. The ball can be served overhand or underhand. Side out shall be called when the team serving the ball fails to win its point or plays the ball illegally. If the server tosses the ball to serve and doesn’t make contact they get one more re-toss.
When a served ball, passes under the net, passes outside of the marker on top of the net, or touches any player, surface, or object before entering the opponent’s court, side out shall be called.
If a ball goes out of bounds on a serve, it is a loss of serve.
A normal block will not count as a hit on a side allowing teams to hit the ball three more times on their side.
No one will be allowed to spike or block a serve.
Any ball that touches the ceiling is a live ball as long as it stays on the same side of the net, if it crosses to the other side of the net it is a dead ball and a point or side out is awarded to the opposing team.
The ball is out of bounds when it touches any surface or object on the ground outside of the court. The ball touching the boundary line is good.
Out of bounds lines are the yellow lines around the court along with the white line with tape in the center of the gym.
A player who touches the ball, or is touched by the ball when it is in play shall be considered a hit.
All illegal hits and line calls are at the discretion of the players, but should be discussed previous the game and should be in accordance with these rules. Since volleyball is an unofficiated sport it is important for teams to be honest and call their own illegal hits. Any dispute should be replayed.
When the ball comes to rest in the hands or arms of a player, it is considered as catching or holding. The ball must be clearly hit. Scooping, lifting, and throwing the ball is illegal resulting in a point or side out.
On a serve receive, a player is allowed to make double contact with the ball as long as it doesn’t come to rest.
The ball may not be struck with an open hand when it is played below the chest level.
Feet or any other body part that touches or goes under the net will cause a side out or point for the opposing team. Please call your own.
For the safety of players, as soon as a ball is seen coming on the court, play should stop and replay the volley.
Foot digs are not legal in indoor or outdoor due to safety concerns.
A total of 15 points are needed to win a game, provided the team with 15 has at least a 2-point advantage. All 3 games must be played. League winners will be determined by over-all record. Teams may be asked to rally score due to time concerns at the supervisor’s discretion.
An Intramural Supervisor may disqualify a player anytime he/she feels the player is behaving or acting in an inappropriate way.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 9/28/06 |
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Wiffleball Rules
Must Bring Student ID to Play
Each game will last seven innings or no more than one hour, which ever comes first, with an equal number of innings (times at bat) for both teams.
A 10-run rule will apply after 5 innings of play, and a 20 run rule after 3 innings of play
A team must consist of at least SEVEN players in order for play to begin. Each team must have at least TWO FEMALES to participate. No more than NINE team members on the field at one time including the catcher. There must be at least one member of both sexes in the infield and outfield. If a team is playing with only two females, the female cannot play catcher.
ONLY FLAT SOLED RUBBER SHOES ARE PERMITTED.
The order of batting must remain the same throughout an entire game. The batting order continues where it left off at the end of the last inning. The batting order must separate the sexes that are involved in the game. For example, if a team is playing with only two of one sex, those two people should bat with three of the other sex in between them. So they could bat 4th and 8th, not 7th and 8th.
Pitchers must pitch with one foot on the pitcher’s mound, but they do not have to start with the foot on the mound.
NOBODY WILL EVER WALK. A batter will get two strikes and then they are out: it is only considered to be a strike if the batter swings and misses or they hit a foul ball. There is no strike zone or mat so the batter does not have to swing so it is in the pitchers best interest to throw accurate balls to the batter.
The pitcher must pitch the ball underhand with NO windups, windmill, or overhand pitches.
All pitchers will be asked to limit their warm-ups between innings to 1 pitch. Three pitches will be allowed in the first inning.
In order for a ball to be considered “fair,” it must be between the boundaries of first and third base as well as past the line indicated prior to the game, umpires discretion.
Each batter must take a full and complete swing at the ball. No bunting is allowed and will be considered an immediate out!
There is no infield-fly rule, but any intentional drop will be ruled by the umpire.
No stealing is permitted. If a wild pitch or a passed ball goes out of play, runners may NOT advance.
To consider a person “out” one of the following must occur:
the ball must be caught before it touches the ground.
the runner must be tagged with the ball while it is in the hand of the fielder. To be tagged out, the runner must not be on a base (i.e. either running to a new base, or over-running second or third base.)
the ball must be securely in the hands of a fielder standing on a base, where the ball has arrived before the runner. This only applies if the runner is forced to run (i.e. he/she has just batted, or another runner forces him/her off their current base).
Ties will be called in favor of the runner.
In close plays at first base, the runner should step on the outside base.
A runner may over-run first base and home plate only. If the runner does not stop on second or third base, he/she may be caught off base and tagged “out.”
A runner may not leave the base until the ball is hit. He/She will be called out if caught doing so. This is relevant when a batter swings and misses and the runner steps off base, then that runner is OUT!
If the batter hits the ball into the air and it is caught by the catcher, the batter is “out” if the ball rises above the height of the batter’s head before it is caught. Otherwise, it is considered a strike.
If the batter intentionally throws the bat, he/she will automatically be called out.
If a fair ball is blocked by someone not actively in the game (such as a spectator), the ball is dead, and the batter and all runners, shall advance two bases.
If a fair ball leaves the playing boundary on an overthrow, the batter and all runners shall advance two bases.
A ball that hits the ceiling is in play, and can still be caught on the fly for an out.
No sliding is allowed in Intramural Wiffleball at any time during a game due to possible injury! Anyone sliding will be called out immediately!
The umpires have the final call on all plays and cannot be disputed by either team.
The batter cannot run with the bat. The bat must first be dropped before the batter may run.
An Intramural Supervisor may disqualify a player any time he/she feels the player’s behavior or actions are inappropriate.
Facility Specific Regulations
Berg Gymnasium
The ceiling or anything hanging from the ceiling in fair territory will be considered “in play”. If a ball is hit off of something overhanging in foul territory the ball will become dead and will be considered a foul ball.
If a fly ball is hit and becomes lodged, or stuck, in an object hanging from the ceiling in fair territory the batter will be called out. If a fly ball becomes lodged, or stuck, in an object hanging from the ceiling in foul territory, the ball will become dead and it will be a foul ball.
An automatic homerun will be awarded should a fly ball hit above the purple line, which runs all the way around the gym, in fair territory.
MAC
An automatic homerun will be awarded should a fly ball hit the white portion of the center field curtain. If a fly ball is hit off of the white portion of the right or left field curtain in fair play an automatic homerun WILL NOT be awarded. However the ball will still be “in play” after coming in contact with the curtain, but the ball cannot be caught for an out after hitting the curtain and before it hits the ground.
An automatic homerun will also be awarded if a fly ball goes completely over any of the curtains, in fair territory.
Rafters, ventilation ducts, lights, and anything else hanging from the ceiling in fair play will be considered “in play”.
Under no circumstances may a participant be under the influence of alcohol or illegal substances while at or in an Intramural sponsored event. Participants and spectators may not bring any alcoholic beverages, illegal substances, or tobacco products to an Intramural sponsored event. Any individual/team that fails to adhere to this rule will be banned from Intramural play immediately and subject to further suspension upon consideration by the Intramural staff. Ejections will be handled on a case by case basis and will be handled by Intramural staff.
The Intramural department reserves the right to eject and ban any individual/team that fails to follow this policy.
The Intramural department has written these rules and reserves the right to interpret the rules as they see fit. Rules are created with fair play in mind. Therefore, the Intramural department reserves the right to alter rules for circumstances that may arise.
Revised 6/9/09 CP |
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