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SPORT RULES

The mission of the Office of Recreational Sports is to provide opportunities for members of the student body, staff, and faculty to participate in a variety of recreational sports or athletics. For your convenience a few of the Rules have been posted below:

Intramural Sports Rules
Participation
Basketball Rules (5-on-5)| pdf
Basketball Rules (3-on-3)
Bowling | pdf
Dodgeball Rules | pdf
Free Throw Contest
Flag Football Rules (7 on 7)
Futsal Rules | pdf
Home Run Derby
| pdf
Kickball Co-Rec | pdf
Racquetball and Handball Rules | pdf
Shoot Out 3-Point
Soccer Rules
Softball Rules | pdf
Swim Meet | pdf
Tennis Rules
Track Meet | pdf
Volleyball Rules | pdf
Additional Co-recreational Rules

If you require further information that is not listed on this page please see the complete Recreational Sports Handbook or contact us at 993-GMU1.


Participation
1. All participation is governed by the eligibility rules set forth in the George Mason University Intramural Policy and Procedures Handbook.
2. A participant is eligible to play for only one team in the men’s or women’s leagues and one co-recreational league team.

a. A team using an ineligible player will be given an automatic loss (forfeit) for all games in which the ineligible player participated.
b. The ineligible player will be immediately dropped from the league and further competition.
c. The use of more than one ineligible player by any team will result in automatic forfeitures, dismissal from the league, and suspension from all intramural activities for one year.

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Intramural Basketball Rules (5-on-5)

Game time is forfeit time!

Teams are responsible for keeping their spectators under control. Misconduct of spectators, players or coaches can result in assessment of a technical foul, ejection or forfeiture of the game. Spectators must also remain in the area designated by the officials. The officials shall have the power to make decisions on any matters or questions not specifically covered in the rules.

Any rule not mentioned in the following will be governed by National Federation of State High School Association rules.
NO Dunking.  Dunking will result in a technical foul issued to the player and a team foul recorded in the books. 


1. Players and Substitutes

1.1 A team consists of five players, but may start with four players. A team must have four players on the court at all times. Exception: Three players are allowed if an individual cannot continue due to an injury or he/she has fouled out of the game.
1.2 When a team has forfeited, the opposing team must have at least four players checked in with the supervisor to receive a win.
1.3 Substitutions must be reported to the scorer before entering the game. Substitutes may enter the game only when the official acknowledges them. Penalty: Technical foul.
1.4 Teams must wear shirts with the same shade of color, and each shirt must have a different number (numbers greater than 2-digits are not allowed). The size of each number must be at least three inches. Numbers must be written or painted. Numbers MAY NOT be taped onto the shirt.
1.5 All players must wear non-marking rubber-soled athletic shoes.
1.6 Jewelry of any kind (friendship bracelets, chains, rubber bands, rings or earrings) may not be worn on any part of the body. Penalty: Technical foul.      
1.7 Casts (plaster, metal or other hard substances in their final form) or any other item judged to be dangerous by the supervisor, official or athletic trainer may not be worn during the game. Knee braces made of hard, unyielding substances covered on both sides with all edges overlapped and any other hard substances covered with at least 1/2 inch of slow recovery rubber or similar material will be allowed.           
1.8 Spectators, "coaches", injured or inactive players are not permitted in a team's bench area.

2. Length of Game and Timing

2.1
There will be two twenty-minute halves of continuous running time. Clock stops for time outs or official time outs (e.g. for injuries or retrieving a ball). Clock is not stopped for violations. Exception: During the last two minutes of the second half, the clock will be stopped for all dead ball situations (e.g., violations, turnovers, time outs, fouls, etc.).       

2.2
When a team is shooting free throws and a time out is called, the clock will start when the ball is touched after a throw-in on a made basket or when the ball is touched in bounds on a missed basket. The clock continues to run on technical fouls unless a time out has been called.

2.3 There will be a three-minute intermission between halves.

2.4
Overtime will only be played during the playoffs if necessary.  In the event of over-time, a 3-minute period shall be played to determine a winner. Clock stops on all dead ball situations.   Teams will receive 1 timeout for the entire overtime period.  Team fouls will carry over to the over-time period.            

2.5
If a team is leading by 20 points or more in the final two minutes of the game, the mercy rule will be put into effect and the game will be over. Also, if a team is leading by 50 at halftime or any point thereafter the game will be ended by the mercy rule.

3. Time-outs 


3.1 Each team will have two (one-minute) time outs per game (no limit per half). After each time out, the official should record the number of the player who called the time-out and the time it was called.                             

3.2
Time-outs may only be called by the team with possession of the ball or during a dead ball situation. Only players that are in the game may call a time-out. Bench personnel and coaches may not call time-out. After a time-out the ball will be in-bounded closest to the spot where the ball was when the timeout was called.

3
.3 Time-outs in excess of the allotted number may be requested and shall be granted during regulation playing time or during any overtime period at the expense of a technical foul. The technical foul must be given even if the official was unaware that the time-out was excessive.          

3.4
One (30-second) time-out per overtime period is allowed. Time outs from regulation play do not carry over into the overtime.

4. Violations


4.1
Back-court: Teams may not be in continuous control of a ball in their backcourt for 10 seconds. Once the ball has been established across the half-court line (both feet and the ball), it is a violation to cross back over into the back-court.
Penalty: Turnover.   

4.2
Three Seconds: An offensive player cannot be inside of or in contact with the free throw lane (known as the key) for more than three seconds while the ball is in his/her team's front-court. Penalty: Turnover.          

4.3
Five Seconds: If a player is closely guarded (within six feet) in the front-court and holds the ball for more than five seconds, or dribbles the ball for more than five seconds then a violation will be called. Penalty: Turnover.

4.4
Kicking: It is a violation to intentionallystrike the ball with any part of the leg or foot; accidentally striking the ball with the foot or leg is not a violation.             

4.5
Elbowing: Swinging of the elbows while in possession of the ball without pivoting either foot will result in a turnover.

5. Throw-In Violations


5.1
The thrower shall not leave the designated throw-in spot until the ball has crossed the plane of the boundary. Penalty: Turnover.  

5.2
The thrower must pass the ball into the court within five seconds of the start of a throw-in. Penalty: Turnover.

5.3 The thrower may step on but not over the sideline.            

5.4
The opponent of the thrower cannot reach through the throw-in boundary plane and foul the thrower. Penalty: Intentional foul.          

5.5
The opponent of the thrower cannot reach through the throw-in boundary plane and touch or dislodge the ball Penalty: Technical foul.   

5.6
The opponent of the thrower cannot cross the end line or its imaginary plane. This is a delay of game. The team should be warned on the first offense and then penalized with a technical foul on each subsequent offense.

6. Fouls


6.1
A player shall be allowed 5 personal fouls per game. On the fifth personal, that player shall be removed from the game. A personal foul is a player foul that involves illegal contact with an opponent while the ball is live, which hinders an opponent from performing normal defensive and offensive movements.                     

6.2
A double foul is a situation in which two opponents commit personal fouls against each other at approximately the same time. In the case of a double foul, fouls are recorded, no free throws are awarded, and possession is awarded based on the alternating possession arrow.             

6.3 An intentional foul is a personal or technical foul designed to stop or keep the clock from starting, to neutralize an opponent’s obvious advantageous position, and contact away from the ball or when not playing the ball.     

6.4
A flagrant foul may be a personal or technical foul of a violent or savage nature or a technical non-contact foul, which displays unacceptable conduct. If a flagrant foul occurs the player is ejected from the game.     
            
6.5 When a player control (charging) foul is committed, no points can be scored.

6.6
A technical foul is a foul by a non-player, a non-contact foul by a player; an intentional or flagrant contact foul while the ball is dead.

a. Two technical fouls against a player or coach result in immediate ejection of that person from the game.  All ejections must be accompanied by an ejection form which is filled out by the issuing official and the court supervisor.

b. Slapping either backboard or grabbing the rim is a technical foul. Exception: a player may grab the rim to prevent injury.

c. Dunking during warm-ups or in a dead ball situation will result in a technical foul.

d. A technical foul on a spectator or coach is charged to the team captain. Any two players and/or coaches and/or spectators ejected from a game will result in an automatic forfeiture of the game by the offending team. A technical foul will also be recorded as a personal foul of the offender; also included in the total team fouls.

e. A team leading by 20 points or more during the second half may not use full court pressure. Penalty - Team captain will be given a warning on the first offense and a technical foul on the second offense.

7. Free Throws


7.1
A player will receive the one-and-one bonus after the offending team has accumulated 7 fouls each half. This rule applies to all fouls except shooting, player control, technical, intentional or flagrant. On the tenth foul and thereafter the opposing team will shoot two free throws for all fouls except player control.     

7.2
When a player control foul is committed, the basket will not be allowed and free throws will not be awarded.

7.3 Players will be allowed two free throws and possession of the ball for all technical, intentional or flagrant fouls.             

7.4 Players will be allowed two free throws when fouled in the act of shooting. If the basket is made, then it counts and the player is allowed one free throw.    

7.5
Any shooting foul committed behind the three-point line, on a missed shot, will merit three free throws. If a player is fouled, in the act of shooting, behind the three-point line, and makes the shot, one shot will be awarded.
  
7.6 The first marked lane spaces (ones adjacent to the end line) shall be occupied by opponents of the free-throw shooter, unless the resuming of play procedure is in effect. The second marked lane spaces on each side may be occupied by teammates of the free-throw shooter, and the third marked lane spaces may be occupied by opponents of the shooter. The total number of players permitted on marked lane spaces is six (not including the shooter) four defensive and two offensive. The offense may have no more than two players and the defense can have as little as two and as many as four. The lane spaces closest to the free-throw line (and the shooter) must remain vacant.              

7.7 During free-throw attempts all players may attempt a rebound when the ball makes contact with the rim.

8. Free Throw Violations

8.1 Players who wish to occupy the marked lane spaces must do so quickly, and must alternate lane spaces if their opponents wish to occupy the space nearest them. These individuals may enter the lane when the ball hits the rim.             

8.2 Any player other than the free thrower, who does not occupy a marked lane space, must be behind the free throw line extended and behind the three-point line. These players may not enter this area until the ball has touched the rim.

8.3 The free thrower must not touch the free throw line. He or she cannot fake a try, and must release the ball within ten seconds.

a. In a one and one situation this will result in a turnover.  

b. If this occurs on the first attempt of a two shot foul, the first shot is void and the second will be administered.

c. If this occurs on the second attempt of a two shot foul, it will result in a turnover.

8.4
Failure to cause the ball to touch the rim will result in a dead ball.

a. In a one and one situation this will result in a turnover.    

b. If this occurs on the first attempt of a two shot foul, the first shot is void and the second will be administered.

c. If this occurs on the second attempt of a two shot foul, it will result in a turnover.

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Intramural Basketball Rules (3-on-3)
1. Games will be 20 points or 12 minutes, whichever comes first. Field goals count as one point each. Field goals beyond the three-point line count as two points each.
2. Shots must be attempted within 20 seconds.
3. A coin flip will determine possession of the ball at the beginning of the game, and the alternating process will be used for all jump balls. A coin flip is used for overtime possession.
4. The first two overtimes will be 2 minutes each. All additional overtimes will be 1 minute each. One 10-second time out will be allowed to each team during the first overtime period. No time outs are allowed during additional overtime periods.
5. The ball must be cleared beyond the top of the foul circle on changes of possession and any out-of-bounds throw in.
6. Each team must provide either a timer or scorer, and a game ball.

7. Substitutions may only be made after a scored basket or any violation that stops play.
8. Each team will receive one 20-second time out per game and one 10-second time out for the first overtime period.
9. Any stalling will result in change of possession.
10. Three players are required to start and finish a game.
11. Game time is forfeit time! No grace time is given if a team does not have three players to start a game.back to top


Bowling

  1. Bowling tournament will be held at the Burke Bowl America off campus. There will be a small fee for this one day tournament. University shuttles will be provided for those students who need transportation. Those participants in need of transportation must make proper arrangements at registration with the rec sports staff.
  2. A team shall consist of five players. Teams must bowl with a minimum of four players. In case a member is absent, the absentee score per game will be the lowest score bowled at the tournament.
  3. Substitutions are only permitted between games. When a player is unable to complete a game because of disability, injury or emergency, their team shall count the actual score for the frames bowled in the total game, plus one-tenth of the lowest score bowled by that team that game for each of the remaining frames in the game.
  4. Teams shall bowl three games per player.
  5. In case of a tie, the team with the best score in game three will be determined the winner. If there is a tie in game three, the best team score from game two will be used, etc.
  6. All participants are required to wear bowling shoes at all times. Shoes are available to rent at the customer service desk. back to top

Intramural Dodgeball Rules

Game time is forfeit time.

THE EQUIPMENT

The official ball used in tournament and league play will be an 8" rubber-coated foam ball.

THE GAME

The object of the game is to eliminate all opposing players by getting them "OUT". This may be done by:

1. Hitting an opposing player with a LIVE thrown ball below the shoulders.

2. Catching a LIVE ball thrown by your opponent before it touches the ground.

Definition: LIVE: A ball that has been thrown and has not touched anything, including the floor/ground, another ball, another player, official or other item outside of the playing field (wall, ceiling, etc)

BOUNDARIES
During play, all players must remain within the boundary lines. Players may leave the boundaries through their end-line only to retrieve stray balls. They must also return through their end-line.

THE OPENING RUSH
Game begins by placing the dodgeballs along the center line – three (3) on one side of the center hash and three (3) on the other. Players then take a position behind their end line. Following a signal by the official, teams may approach the centerline to retrieve the balls. This signal officially starts the contest. Teams may only retrieve the three (3) balls to their right of the center hash. Once a ball is retrieved it must be taken behind the attack-line before it can be legally thrown.

TIMING AND WINNING A GAME
The first team to legally eliminate all opposing players will be declared the winner. A 5-minute time limit has been established for each contest. If neither team has been eliminated at the end of the 5 minutes, the team with the greater number of players remaining will be declared the winner. In the case of an equal number of players remaining after regulation, a 1-minute sudden-death overtime period will be played. Details on overtime can be found in the NADA Rule Book.

TIME-OUTS & SUBSTITUTIONS
Each team will be allowed one (1) 30 second timeout per game. At this time a team may substitute players into the game.

5-SECOND VIOLATION
In order to reduce stalling, a violation will be called if a team in the lead controls all six (6) balls on their side of the court for more than 5 seconds. More details can be found in the NADA Rule Book

RULE ENFORCEMENT

During pool play or regular-season matches, rules will be enforced primarily by the "honor system"*. Players will be expected to rule whether or not a hit was legal or whether they were legally eliminated. All contests will be supervised by a court monitor*. The court monitor’s responsibility will be to rule on any situation in which teams cannot agree. THE COURT MONITOR’S DECISION IS FINAL – NO EXCEPTIONS. 

N.A.D.A. Code of Conduct

1. Understand, appreciate and abide by the rules of the game.

2. Respect the integrity and judgment of game officials and N.A.D.A staff.

3. Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.

4. Be responsible for your actions and maintain self-control.

5. Do not taunt or bait opponents and refrain from using foul or abusive language.

Cancellations
During inclement weather, only the intramural supervisor at the site can cancel games. Do not assume the game will be canceled, as the weather is very unpredictable. It is your responsibility as the captain to make sure your team is ready to play at game time. Canceled games during the regular season will not be rescheduled, and both teams will receive a tie. Playoff games that are canceled will be rescheduled as soon as possible. back to top

Dunk Contest
The dunk contest will be judged by a panel of three judges.
Each participant will be allowed two dunks.
The highest total score from the two dunks will be the champion.
No hanging on the rim is allowed.
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Free Throw Contest
ROUND ONE
Each participant will receive 10 free throws.
Those participants whose scores are within the top 25 percent will advance to Round Two.

ROUND TWO
Each participant will receive 10 free throws.
The participant with the highest score in Round Two is the champion.
Note: If needed, a tie breaker will be determined by a shootout. The shoot-out will involve a rotation one-shot
elimination round with each participant given equal chance to shoot the same amount of shots until one misses.back to top


Intramural Flag Football Rules - Regulations Men/Women

Current NIRSA Flag Football Rules will apply with modifications or exceptions as indicated in this document.

Rule 1:
The Playing Field

A. The playing field is 100 yards long by 35 yards wide, with ten-yard end zones.
B. The field of play is divided into four 20-yard zones.
C. Note: NIRSA’s rule 1-2-1 (safety margins) will not be implemented.

Rule 2:
Equipment

A. All players are to wear numbered jerseys between 0-99. If teams do not have their own jerseys, they are required to wear intramural jerseys to distinguish players. (JERSEYS MUST BE TUCKED IN.)
B. Football - Specifications - The official ball will be pebble-grained leather or rubber covered and will meet the recommended shape for a football. There are no requirements regarding ball pressure. During the game, each team must use a legal ball of its choice when it is in possession.
1. Men will use the regular size football.
2. Women will use the regular, intermediate, junior, or youth size football.
3. Co-Rec will use the regular, intermediate, junior, or youth size football.
C. Shoes must be worn by all participants and will be made of a canvas, leather, or synthetic material which covers the foot attached to a firm sole of leather, rubber, or composition material which may have cleats or be cleat less. Among the items which do not meet these requirements are gymnastic slippers, tennis shoes cut so protection is reduced, ski and logger boots, and other apparel not intended for flag football use.
1. Cleats are limited to studs or projections which are made with non-abrasive rubber or rubber-type synthetic material which does not chip or develop a cutting edge. No metal cleats will be allowed.
2. Screw-in cleats are allowed if the screw is part of the cleat. Penalty: A player violating this rule will be restricted from playing in the contest until appropriate shoes are worn and will be issued an unsportsmanlike conduct penalty. The game will not be delayed to secure appropriate attire by a participant.
D. Sunglasses - for medicinal reasons, a player may wear pliable and non-rigid sunglasses.
E. Each player will wear a flag belt. The flag color will contrast with shorts/pants color. Participants are required to wear flag belts provided by the intramural sports program.
F. Each player will wear shorts or pants with no pockets or belt loops.
1. A player who violates this rule will be restricted from playing in the contest until appropriate attire is worn.
2. It is prohibited to tape or modify clothing with pockets or belt loops.
NOTE: Hats are not allowed during play but bandannas if secured properly will be permitted. (No knots)
G. It will be prohibited for a player to wear equipment, which would be considered dangerous to one’s self or to another player:
1. No hard casts will be permitted.
2. No jewelry will be permitted. Note: Medical alert bracelets and medical alert necklaces are not considered jewelry.
3. Jerseys with knots will not be permitted.
4. No hard or unyielding items to control hair will be permitted.
5. Exposed metal on clothes or person. This includes “O” or “D” rings used to secure flag belts.
H. Ball spotters - Two ball spotters will be used. The orange ball spotter will mark the offensive team's scrimmage line while the yellow ball spotter will mark the defensive team's scrimmage line. The ball spotters will be one yard apart.
I. Players may carry playbooks inside their clothing as long as it is not made of an unyielding material.

Rule 3:
Players and Substitutes

A. Number of Players
Men and Women - Seven players - Minimum of five players are needed to begin a game. If not, a forfeit will be declared. Co-Rec - Eight players - Minimum of six players are needed to begin a game. Game can be played with a 4-3 ratio of males-females or vice-versa. With six players, a 4-2 ratio of males-females or vice-versa or a 3-3 ratio of women to men can be used. With eight players, a 4-4 ratio must be used.

Rule 4:
The Game

A. Games may begin with a minimum of five (men and women) or six (co-rec) players. The supervisor will declare a forfeit if any team is not ready to play five minutes after the scheduled game time, or at the conclusion of the preceding game.
B. A coin toss will determine who has the option for choosing the ball or field position. The team which does not receive the ball in the first half shall receive the ball for the start of the second half.  The teams will switch ends at half-time.
C. Length of Game - Regular season and playoff games will consist of two halves, 20 minutes each, with five minutes between halves.
D. Time-outs - Each team is allowed two time-outs per half of 60 second durations. (Officials will not recognize a time-out signal when a team has used their allotted time-outs.)
E. During the last two minutes of the second half, the clock will be stopped for the following:
1. Scoring (touchdown and safety)
2. Time-outs (team and official)
3. Two minute warning
4. Incomplete passes
5. Out-of-bounds
6. First down
7. Penalty and administration
8. Touchback
9. Team A awarded new series
10. Team B awarded new series
11. Either team awarded new series after a legal punt
12. An inadvertent whistle
13. Following first touching
14. A team attempting to conserve time illegally- starts on the ready
15. A team attempting to consume time illegally- starts on the snap

*The clock will be restarted on the snap of the ball if the clock was stopped for the following:
1. Incomplete legal or illegal forward pass
2. Out-of-bounds
3. Touchdown (after the try) and safety
4. Change of possession
5. Team time-out
6. Touchback
7. Either team is awarded a new series following a legal kick
8. Officials time-out (depends on the situation)
*The clock will be restarted when the official signals “ready for play” if the clock was stopped for the following:
1. First down (dependent on the previous play)
2. Penalty and administration (dependent on the previous play)
3. Officials time-out (depends on the situation)
4. Team attempting to conserve time illegally
5. Inadvertent whistle
G. Extension of Periods
A period must be extended by an un-timed down, if during the last timed down, one of the following occurs:
1. There was a foul, other than unsportsmanlike or non-player or fouls which specify loss of down by either team and the penalty is accepted. In the latter case, any score by the team which fouled is cancelled.
2. There was a double foul
3. There was an inadvertent whistle
4. If a touch down was scored, the Try is attempted unless the touchdown is scored during the last down of the second half and the points would not affect the out come of the game or playoff qualifying.

Rule 5:
Ball in Play, Dead Ball, and Inadvertent Whistle

A. At the start of each half, following a safety, a touchback, and after each try the game will begin with a scrimmage play from the offensive team’s own 14 yard line unless moved by penalty.

B. Downs and Zone Line to Gain
1. In a series of four downs, the team in possession must advance the ball to the zone which is in advance of the one where the ball is located at the start of the first down of the series.
2. Establishing Zone Line-to-Gain after a Foul
1. On a live ball foul, the penalty yardage will be marked off first then the zone line-to-gain is established.
2. Penalties for dead ball fouls which occur prior to the “ready for play signal” (succeeding spot enforcement) will be administered before setting the zone line-to-gain down box for a new series.
3. Penalties for dead ball fouls which occur after the “ready for play signal” (succeeding spot enforcement) will be administered after setting the zone line-to-gain down box for a new series.

C. The ball is declared dead:
1. When it goes out-of-bounds.
2. When any part of the runner's body other than a hand or foot touches the ground. Also, the ball if in contact with the hand would not be considered dead.
3. When a touchdown, touchback, safety, or successful try is made.
4. When the ball strikes the ground following first touching by K.
5. When a player of the kicking team catches a punt or any muffed kick which is beyond the neutral zone; when a punt comes to rest on the ground and no player attempts to secure it.
6. When a forward pass strikes the ground or is caught simultaneously by opposing players.
7. When a backward pass or fumble by a player strikes the ground or is caught simultaneously by opposing players. A ball snapped from scrimmage, which hits the ground before or after getting to the intended receiver, is dead at the spot where it hits the ground. NOTE: A player cannot intentionally fumble forward - the ball will be marked at the spot where possession was lost. Exception: a forward fumble into the end zone will result in a touchback - see Rule 8D.
8. When a forward pass is legally completed, or a loose ball is caught by a player on, above, or behind the opponent’s goal line.
9. When a runner has a flag belt removed legally by a defensive player. A flag belt is removed when the clip is detached from the belt.
10. When a runner is legally tagged with one hand between the shoulders and knees, including the hand and arm, once the flag belt is no longer attached.
11. When a passer is de-flagged/tagged prior to releasing the ball.
12. When a muff of a punt strikes the ground.
13. When an official sounds his/her whistle inadvertently during a down.

D. Inadvertent whistle - During a down, or during a down in which the penalty for a foul is declared, if an inadvertent whistle occurs while:
1. A player is in possession, the team may choose to accept at that point or replay the down.
2. A legal forward pass or a punt, the down will be replayed.
3. Ball is loose from a backward pass, illegal kick, or illegal forward pass; the team may choose to put the ball in play where possession was lost or replay the down.
4. Penalty - if a foul occurs, an accepted penalty will be administered as in any other play situation. When a foul is accepted, disregard the inadvertent whistle. No time will be added to the clock during a down with an inadvertent whistle.

Rule 6:
Kicking the Ball

A. Punt
1. Legal kick - A legal punt is a punt made in accordance with the rules. Quick kicks are illegal. Penalty: Illegal Kick, 10 yards.
2. Punt - Prior to making the ball ready for play on fourth down, the Referee must ask the Team A captain if he/she wants a punt. The Referee must communicate this decision to the Team B captain and the other officials.
The Team A captain may request to punt on any down. After such announcement, the ball must be kicked. EXCEPTION: If a) Team A or B time-out is called, or b) a foul occurs anytime prior to or during this down
after the Team A captain’s decision which results in the kicking team having the right to repeat the down again, the Referee must ask the Team A captain whether or not he/she wants to punt and communicate this
decision to the Team B captain.
3. Formation and snap - Neither K or R may advance beyond their respective scrimmage line until the ball is kicked. Penalty: Illegal Procedure, 5 yards from the previous spot.
4. Punting - After receiving the snap, the kicker must kick the ball immediately and in a continuous motion. Penalty: Illegal Procedure, 5 yards.
5. A [K] player cannot kick the ball to himself/herself or any K player. Penalty: Illegal kicking, 10 yards
6. After being kicked - Once the ball is punted, any R player may block the kick. If the blocked punt hits the ground, it is dead at that spot. If the blocked punt is caught by any K player behind K’s scrimmage line, they may advance the kick anywhere in the field of play or end zone.
7. First touching - If any K player touches a punt after it crosses K’s scrimmage line (first ball spotter-orange) and before it is touched there by any R player, it is referred to as “first touching.” R may take the ball at that spot or may choose to have the ball put in play as determined by the action which follows first touching. The right of R to take the ball at the spot of first touching by K is canceled if R touches the kick and thereafter during the down commits a foul or if the penalty is accepted for any foul committed during the down. NOTE: The ball is dead when the ball strikes the ground following first touching by K.
8. Eligible - When a punt which has crossed K’s scrimmage line (first ball spotter orange) touches a player from either team and then hits the ground the ball is dead and belongs to R. If it hits an R player and then is
caught in the air, it can be advanced by R. If caught by K, the ball is dead and a new series begins for K.
9. Kick out-of-bounds between the goal lines and at rest - If a punt goes out of- bounds between the goal lines and comes to rest inbounds untouched and no player attempts to secure it, the ball becomes dead and shall belong to the receiving team at that spot.
10. A punt behind the goal line - When any punt touches anything while the kicked ball is on or behind R’s goal line (plane), it can be downed by R and is a touchback. NOTE: R may run the kick out of the end zone.
11. If, while a punted ball is in flight, R commits a foul on their side of the neutral zone, the spot of penalty enforcement will be where the kick ends by rule, except fouls by R behind the new basic spot.
B. Kick Catch Interference
1. While any punt is in flight beyond K’s scrimmage line (first ball spotter orange), K shall not touch the ball or R nor obstruct R’s path to the ball. This prohibition does not apply if the act is after the kick has been touched by R. K may catch, touch, muff or bat a punt in flight beyond K’s scrimmage line if no player is in position to catch the ball. Penalty: Kick Catch Interference, 10 yards, R may choose a 10-yard penalty from the previous spot with K retaining the football and down replayed, or they may accept an awarded catch from the spot of the foul.
2. There will be no fair catch recognized - Players will ignore any signals
given by the kickers or receivers. The ball remains live. There is no foul.

Rule 7:
Snapping, Handing, and Passing the Ball

A. Prior to the snap
1. Encroachment - following the ready for play and until the snap, no player on the defense shall encroach, touch the ball, or contact their opponents. It is encroachment for any player to break the scrimmage line plane, except for the snapper’s right to be over the ball.
2. False starts - No offensive player will make a false start. A false start includes simulating a charge or start of a play.
3. Snap - The snapper, after assuming position for the snap and adjusting the ball may neither move nor change the position of the ball in a manner simulating the beginning of a play.
4. Ball status - The offensive players are responsible for retrieving the ball after a down has ended. The snapper may bring the ball to the huddle. A towel may be used to keep the ball dry (must be placed in the neutral zone when not in use)..
5. The neutral zone will be one yard. NOTE: The ball marker may extend into the defenses end zone.

B. Position and play during the snap
1. Legal position - after the ball is ready for play, each player on the offense must momentarily be within 15 yards of the ball before the snap. All players must be inbounds.
2. Minimum line players - The offensive team must have at least four players (co-rec requires five players) on their scrimmage line at the snap. The remaining players must be either on their scrimmage line or behind their
Back-field line. A player in motion is not counted as one of the four or five on the scrimmage line. Penalty: Illegal Procedure
3. The offensive team has 25 seconds, from the ready for play whistle by the official, to snap the ball.
4. Motion
a. One offensive player may be in motion, but not in motion toward the opponent’s goal line at the snap.
b. The other offensive players must be stationary in their positions without movement of the feet, body, head, or arms. Penalty: Illegal motion
5. Shift - in a snap preceded by a huddle or shift, all offensive players must come to a complete stop and remain stationary in legal position without movement of feet, body, head, or arms for at least one full second before
the snap. Penalty: Illegal Shift
6. Quarterback limitation - The player who receives the snap must be at least two yards behind their scrimmage line (no direct snap). Penalty: Illegal Procedure
7. The snapper - The player snapping the ball must pass the ball back from its position on the ground with a quick continuous motion. Penalty: Illegal Procedure
8. Handing the ball- A player may hand the ball forward or backward at anytime.
9. Stealing - It is illegal to steal or attempt to steal a ball in player possession. The object of the game is to de-flag a ball carrier. Penalty: Personal Foul.
10. Co-Rec Play - The co-rec games will be played under the same guideline as the men's and women's play. The following exceptions will be the only difference in co-rec play.
a. The term “closed” will indicate that a male passer may NOT throw a legal forward pass completion to any other male player. The term “open” will indicate any player can complete a legal forward pass to any other player. Note: If the officials erroneously indicate the “open” or “closed” status of a down, the play is nullified and the down will be repeated.
b. During the offensive team’s possession, there may not be two consecutive legal forward pass completions from a male passer to a male receiver. This rule applies to the try.
c. If a male passer completes a forward passes to a male receiver, the next legal forward pass completion must involve either a female passer or female receiver for positive yards. The spot where the ball becomes dead by Rule must be beyond Team A’s (offense) scrimmage line. There is no foul for a female receiver being de-flagged behind Team A’s (offense) scrimmage line. The next legal forward pass completion remains “closed.” Penalty: Illegal forward pass, five yards from the spot of the pass and loss of down.
d. There are no restrictions concerning a male passer completing legal forward passes to a female receiver, or female to female, or female to male.
e. A male runner cannot advance the ball through Team A’s (offense) scrimmage line. There are no restrictions:
· During a run by a male runner once the ball is beyond Team A’s (offense) scrimmage line
· During a run by a female runner
· After a change of team possession(s) Penalty: Illegal procedure, five yards from the previous spot
f. A male receiver cannot catch a legal forward pass behind the line of scrimmage and advance the ball through the scrimmage line. Penalty: Illegal Forward Pass, 5 yards from spot of pass, Loss of Down.
g. Only a legal forward pass completion for positive yards determines if the next play is “closed” or “open”; therefore any foul, whether accepted or declined will have no effect on whether the next forward pass completion is “open” or “closed.”
h. If a female scores a touchdown, the point value is nine. If a female
player throws a legal forward pass and a touchdown is scored by any Team A player, the point value is nine. All other touchdowns are six points.

C. Forward and Backward Pass
1. Every member of a team is eligible to catch a pass.
2. Only one forward pass per down (either over-handed, underhanded, or shuttle).
3. For a legal forward pass, the quarterback must release the ball behind their scrimmage line. NOTE: It is legal for a player to cross the scrimmage line and retreat behind the scrimmage line to attempt a forward pass.
4. The quarterback will be allowed to take the snap and immediately throw the ball to the ground to stop the clock.
5. A player may pass the ball backward anytime except if intentionally thrown out-of-bounds to conserve time.
6. If the passer is de-flagged prior to releasing the ball, the ball is dead and the down has ended.

D. Catch, Interception, Simultaneous Catch
1. A catch is an act of establishing player possession of a live ball in flight.
2. A catch of an opponents pass in flight is an interception.
3. If a player attempts a catch or an interception while in the air, the player must contact the ground inbounds with the ball in their possession prior to touching out-of-bounds, unless an opponent’s contact causes them to first touch out-of-bounds.
4. If one foot first lands inbounds and the receiver has possession and control of the ball, it is a catch or interception even though a subsequent step or fall takes the receiver out-of-bounds.
5. A catch in which there is joint possession by opposing players inbounds will be dead and awarded to the offensive team.
6. A pass either received or intercepted by a player with the flag belt missing will be ruled a catch. However, the de-flagging reverts to a one hand tag of the runner between the shoulders and the knees.

Rule 8:
Scoring Plays, Safety, and Tie Game

A. Scoring - The player scoring the touchdown must raise their arms so the nearest official can de-flag the player. If the official determines the flag belt has been secured illegally, the touchdown is disallowed and the illegally secured flag belt penalty will be assessed. Penalty: Personal Foul, 10 yards from previous spot, and loss of down.
1. Touchdown (women scoring in co-rec play) 9 points
2. Touchdown (men's, women's and men in co-rec play) 6 points
3. Pass/run after touchdown from 20 yard line 3 points
4. Pass/run after touchdown from 10 yard line 2 points
5. Pass/run after touchdown from 3 yard line 1 point
6. Safety 2 points
7. Points scored by defense during a try 2 points
8. Safety (Team B safety during a try) 1 point

B. Mercy Rule - If a team is ahead by 19 points or more (co-recreational rule -25) when the official announces the two-minute warning for the second half, the game is over. Also, it applies if a team scores inside two minutes with this differential.
C. Point after touchdown
1. Following a touchdown, a one point conversion may be attempted from the three yard line, two point conversion from the ten yard line, or a three point conversion from the twenty yard line. This is the offense's option.

NOTE: If a touchdown is scored during the last timed down in the second half, the try is not attempted unless it will affect the outcome of the game.
2. Once the Team A captain makes the choice, he/she may change the decision only when a charged Team A or B time-out is taken before the try attempt. A team’s choice cannot be changed if a penalty should occur.
Enforcement of yardage penalties does not change the value of the try. The point(s) shall be awarded if the try results in what would have been a touchdown. If Team B intercepts a pass or fumble during the try and
returns it for a touchdown, they score 3 points.
3. If a live ball foul occurs following a Team B interception the penalty will be enforced from the succeeding spot (14 yard line).
4. Next play - After a try, the ball will be snapped by the opponent of the scoring team at their own 14-yard line, unless moved by penalty.
5. If there is a foul by the offensive team, other than unsportsmanlike or non-player, during a down, which results in a successful touchdown or try, the acceptance of the penalty, nullifies the score. If there is a foul by the defensive team during a down that results in a successful touchdown or try, the penalty will be enforced from the succeeding spot.

D. Touchback - it is a touchback when:
1. Team R downs a punt that touches anything while the ball is on or behind R’s goal line unless R chooses - spot of first touching by K.
2. The ball is out-of-bounds behind a goal line (except from an incomplete forward pass), when the ball becomes dead in possession of a player on, above, or behind the player’s own goal line, or when the ball becomes dead not in possession on, above, or behind the team’s own goal line, and the attacking team is responsible.
a. B-1 intercepts a pass in their end zone and runs around in their end zone and is de-flagged or steps across the end line, it is a touchback.
b. A-1 running for an apparent touchdown fumbles the ball on the Team B three-yard line and the ball lands in the Team B end zone, it is a touchback.
c. The ball will be placed on the 14-yard line after a touchback.

E. Safety - it is a safety when:
1. A runner carries that ball from the field of play across their own goal line, and it becomes dead in the end zone in their team’s possession.
Exception: When a player intercepts a forward pass, fumble, backward pass, or punt between their five yard line and the goal line and their original momentum carries them into the end zone and the ball is declared dead, the ball belongs to the team that intercepted the pass at the spot where the pass was intercepted. This is known as the momentum rule.
2. A player kicks, passes, fumbles, snaps, muffs, or bats a loose ball from the field of play or across his/her goal line and the ball subsequently becomes dead there in his/her team’s possession. This includes when the ball is declared dead on or behind their goal line. However, it does not apply to a legal forward pass which becomes incomplete.
3. A player on offense commits any foul for which the penalty is accepted and measurement is from a spot in his/her end zone.
4. Afterwards - When a safety is scored the ball belongs to the defending team at its own 14 yard line.

F. Tie Game (Playoffs Only)
1. In the event of a tie score, at the completion of regulation play, the following procedure will be used to determine a game winner:
a. Each team is entitled to one time-out in overtime.
b. A coin will be flipped by the official to determine the options as in the start of the game. NOTE: All overtime periods are played toward the same goal line.
c. Each team will be given a series of four downs from the 10 yard line. The object will be to score a touchdown. NOTE: The goal line shall always be the zone line-to-gain in overtime.
d. The team which has scored the most points will be the winner. After a touchdown, a try-for-point will be attempted and scored as indicated in Rule 8C.
e. If the defense intercepts the ball and returns it for a touchdown, they win the game. If they do not return the interception for a touchdown, the ball will be placed at the 10 yard line to begin a series of four downs - if available.
f. If the defense intercepts the try-for-point and it returns for a score, they score three points.
g. Penalties - They are administered similar to the regular game. - Dead ball fouls following a touchdown are penalized on the PAT.
- Dead ball fouls following a try-for-point will be penalized from the succeeding spot.

Rule 9:
Flag Belt Removal, Blocking, and Running

A. Flag Belt Removal There are some tenets or basic rules which are established for flag football because of legal or illegal removal of the flag belt.
1. All participating players must have a flag belt on prior to the beginning of the down.
2. Flag belt removal - The ball is declared dead when clip is detached from the belt. The ball will be spotted at the spot of the ball.
3. De-flagging (removal of the flag belt by a player) is allowed only under special circumstances similar to tackling in football. Players must have possession of the ball before an opponent can legally de-flag them. NOTE: A player juggling a pass does not have possession until they have control of the ball and one foot on the ground inbounds. A player who controls a ball with both feet off the ground becomes eligible for de-flagging when the first part of the person touches the ground.
4. Pulling or removing a flag belt from an offensive player without the ball by a defensive player is illegal.
a. A defensive player removing a flag belt on a running play will result in a personal foul penalty.
b. A defensive player removing a flag belt on a loose ball play (pass play) will result in a pass interference penalty.
5. When a runner loses their flag belt either accidentally, inadvertently or on purpose, play continues. The de-flagging reverts to a one hand tag of the runner between the shoulders and the knees.
6. Any player caught tampering with the flag belt in any way to gain an advantage including tying or using foreign materials will result in an illegally secured flag belt penalty.
7. If the passer is de-flagged prior to releasing the ball, the ball is dead and the down has ended.

B. Screen Blocking and Defensive Contact
No player will be allowed to initiate contact during screen blocking.
1. Offensive screen blocking will be modified obstruction block. Screen blocking is legally obstructing an opponent between the waist and shoulders with the blocker's body. Forward movement of a lineman into the defensive player or use of elbows is not permitted. A player must be on his/her feet before, during, and after screen blocking. Penalty: Illegal Contact.
2. Defensive players may not use their hands and must make every attempt to avoid or go around the offensive player's screen block. Any directed aggressive contact will be interpreted as illegal contact.
C. Ball Carrier
1. Hurdling is an attempt by a player to jump with one or both feet or knees foremost over an opponent on their feet. Hurdling is not allowed. NOTE: A player may jump between players and over a player on the ground in the supine or prone position.
2. A ball carrier will be allowed to leave the ground with both feet in a diving manner.
3. Charging - a ball carrier cannot deliberately run through an opponent attempting to de-flag. A ball carrier must make an attempt to avoid contact.
4. Guarding the flag belt. Ball carriers will not guard their flags.
a. Swing the hand or arm over the flag belt to prevent an opponent from de-flagging.
b. Place the ball in possession over the flag belt to prevent an opponent from de-flagging.
c. Lower the shoulders in such a manner which places the arm over the flag belt to prevent an opponent from de-flagging.
d. Stiff arm an opponent to prevent from de-flagging.
5. Obstruction of ball carrier. The defensive player will not hold, grasp or obstruct forward progress of a ball carrier when in the act of removing a flag belt.
6. The defensive player will not encircle with the hand(s) or arm(s) and take the opponent toward the ground as in tackle football. Penalty: 10 yards and disqualification.
7. Helping the ball carrier - the ball carrier will not grasp a teammate or be grasped, pulled or pushed by a teammate.

Rule 10:
Conduct of Players and Others

A. Unsportsmanlike Conduct
1. Team Sportsmanship Rating System - Teams are required to maintain a rating of 7 or better to qualify for the playoffs and for each game/round of the playoffs to continue playing in the playoffs. Please check the
“Governing rules and Eligibility” document for additional information.
2. No player, coach or substitute will act in an unsportsmanlike manner during either a playing period or intermission. This includes any act the official deems poor sportsmanship.
a. Using profanity, insulting or vulgar language or gestures.
b. Any acts of unfair play.
c. Intentionally kicking, swinging an arm, hand or fist at any opposing player.
d. Intentionally kick the ball.
e. Spike the ball into the ground.
f. Throw the ball high into the air.
g. Disrespectfully addressing an official.
h. Indicating objections to an official's decision.
NOTE: Unsportsmanlike conduct penalties will be enforced from the succeeding spot.
3. Any individual who has to be removed from any contest for misconduct or unsportsmanlike conduct will automatically be ineligible to participate in the remainder of that game as well as the next scheduled game(s).

B. Judgment Calls and Eligibility
1. All protests must be made to the official on the field of play at the time of occurrence and not after the contest is completed. It should be noted, however, that a matter involving a judgment call is not basis for a protest.
2. A protest regarding the eligibility of players must be made before either team plays its next scheduled game.

Cancellations

During inclement weather, only the intramural supervisor at the site can cancel games. Do not assume the game will be canceled, as the weather is very unpredictable. It is your responsibility as the captain to make sure your team is ready to play at game time. Canceled games during the regular season will not be rescheduled, and both teams will receive a tie. Playoff games that are canceled will be rescheduled as soon as possible. back to top


Futsal Rules

Number of Players

  1. Games will consist of 5 on 5 competition (Maximum of 10 players per team roster).
  2. Minimum Number of Players to Start Match: 4, one of whom shall be a goalkeeper
  3. Minimum Number of Players to Finish Match: 2
  4. Substitution Limit: None
  5. Substitution Method: "Flying substitution" (all players but the goalkeeper enter and leave as they please; goalkeeper substitutions can only be made when the ball is out of play and with a referee's consent)

Players' Recommended Equipment
Numbered shirts, shorts, socks, protective shin-guards and footwear with rubber soles
Main Referee

  1. Duties: Enforce the laws, apply the advantage rule, keep a record of all incidents before, during and after game, stop game when deemed necessary, caution or expel players guilty of misconduct, violent conduct or other ungentlemanly behavior, allow no others to enter the pitch, stop game to have injured players removed, signal for game to be restarted after every stoppage, decide that the ball meets with the stipulated requirements.
  2. Position: The side opposite to the player benches

Assistant Referee

  1. Duties: Same as Main Referee, with the addition of keeping a check on the 2-minute punishment period after a player has been sent off, ensuring that substitutions are carried out properly, and keeping a check on the 1-minute time-out.
  2. Position: The same side as the player benches

Duration of the Game

  1. Duration: Two equal periods of 11 minutes; clock stopped whenever ball is out of play. Time can be prolonged only to take a penalty kick.
  2. Time-outs: 1 per team per half; none in extra time
  3. Half-time: Maximum of 3 minutes

The Start of Play Procedure:
Coin toss followed by kickoff; opposing team waits outside center circle; ball deemed in play once it has traveled the distance of its own circumference; kicker shall not touch ball before someone else touches it; ensuing kick-offs taken after goals scored and at start of second half.

Ball in and out of Play

  1. Ball out of play: When it has wholly crossed the goal line or touchline; when the game has been stopped by a referee; when the ball hits the ceiling (restart: dropped ball beneath that point).
  2. Lines: Touchlines and goal lines are considered inside the playing area.

Method of Scoring
When the whole of the ball has passed over the goal line, between the goal posts and under the crossbar (except by illegal means).

Fouls and Misconduct Direct free kick awarded when a player intentionally commits any of the following 11 offenses (penalty kick awarded when infringement takes place in penalty area):

  1. kicking or attempting to kick an opponent
  2. tripping an opponent
  3. jumping at an opponent
  4. charging an opponent in a violent or dangerous manner
  5. charging an opponent from behind
  6. holding an opponent
  7. pushing an opponent
  8. charging an opponent with shoulder (i.e., shoulder charge)
  9. sliding at an opponent (i.e., sliding tackle)
  10. handling the ball (except goalkeeper)

Indirect free kick awarded when any of the following 8 offenses is committed (kick taken from the 6-meter line when infringement takes place in penalty area):

  1. dangerous play (e.g. attempting to kick ball held by goalkeeper)
  2. obstruction
  3. charging the goalkeeper in the penalty area (i.e., goalkeeper charge)
  4. goalkeeper throws ball directly over the halfway-line (without it first touching his own side of the pitch or any player)
  5. goalkeeper picks up or touches with his hands a back-pass
  6. goalkeeper picks up or touches with his hands a kick-in from a teammate
  7. goalkeeper controls the ball with any part of his body for more than 4 seconds
  8. goalkeeper touches with any part of his body a back-pass that has been played back to him before the ball has (1) crossed the halfway-line or (2) been touched by an opponent

Players shall be cautioned (yellow carded) when:

  1. a substituting player enters the pitch from an incorrect position or before the player he is substituting has entirely left the pitch
  2. he persistently infringes the Laws of the Game
  3. he shows dissent with any decision of the referee
  4. he is guilty of ungentlemanly conduct These 4 yellow-card offenses are punishable by an indirect free kick taken from the point of infringement (or from the 6-meter line when the infringement takes place in penalty area).

Players shall be sent off (red carded) for:

  1. serious foul play
  2. violent conduct
  3. foul or abusive language
  4. second instance of cautionable offense (i.e., second yellow card)
  5. intentionally impeding a clear goal opportunity (e.g. through a "professional foul")
  6. intentionally impeding a clear goal opportunity in the penalty area by handling the ball Direct free kicks (or penalty kicks) accompany the expulsion for (a), (b), (e) and (f); indirect free kicks, for (c) and (d) (from the 6-meter line when the infringement takes place in the penalty area).

Rules of Expulsion:

  1. The player sent off is out for the rest of the game and is not even permitted to sit on the reserves' bench.
  2. The team of the player sent off can substitute for that player after 2 minutes of playing time or after the opposing team scores -- which ever comes first.
  3. The 2-minute punishment shall be checked by the timekeeper (or by the assistant referee, if there is no timekeeper).
  4. The substitute cannot come on until the ball is out of play and he has a referee's consent.

Free Kick

  1. Types: Direct free kicks and indirect free kicks
  2. Wall: At least 5 meters away until the ball is in play
  3. Ball in Play: After it has traveled the distance of its own circumference
  4. Time Limit: Kick must be taken within 4 seconds
  5. Restriction: Kicker cannot touch the ball again until it has been touched by another player

Accumulated Fouls
Once a team has accumulated 5 fouls during a half (those accumulated in the second half continue to accumulate into extra time), from the 6th foul:

  1. that team shall not be allowed a defensive wall
  2. all free kicks shall be direct (no indirect free kicks)
  3. infringements committed within 12 meters of the goal line shall be punished with a direct free kick from the point of infringement; infringements committed from 12 meters or further from the goal line shall be punished with a direct free kick from the Second Penalty Spot Procedure.
  4. Until the ball is kicked into play, all players other than the goalkeeper and kicker shall remain behind an imaginary line that is in line with the ball and parallel to the goal line.
  5. The goalkeeper shall remain in his penalty area at least 5 m away from the ball.
  6. The kicker must aim at the goal, with the intention of scoring.
  7. No other player may touch the ball until it has been touched by the pitch, rebounded from the goal post or crossbar, or has left the pitch.
  8. If the infringement took place in penalty area (and does not merit a penalty kick), the free kick is to be taken from the 6-m-line on the spot nearest to where the infringement occurred.

Penalty Kick

  1. To be taken from the penalty mark
  2. The kicker is to aim at goal, with the intention of scoring.
  3. All players must be out of the penalty area, and the players of the opposing team must also be at least 5 m from the penalty spot.
  4. The kicker shall not play the ball a second time until it has been touched by another player.

Kick-in

  1. To be taken in place of the throw-in.
  2. The ball is placed on the touch line before kicking.
  3. The kicker's foot not kicking the ball must be outside or at least on the touchline; if it crosses the touchline all of the way, into the pitch, the kick-in is given to the opposing team.
  4. The kick-in must be taken within 4 seconds; if it is not, the kick-in is given to the opposing team.
  5. The kicker cannot play the ball a second time until it has been played by another player; infringement of this rule entail an indirect free kick to the opposing from the point of infringement.
  6. Players on opposing team must be at least 15ft away from point of kick-in.
  7. Cannot score directly from a kick-in.

Goal Clearance

  1. To be taken in place of goal kick.
  2. From inside the penalty area, the goalkeeper throws the ball into play.
  3. The ball is not in play until it has passed outside of the penalty area. If the goal clearance is received inside of the penalty area, the goal clearance shall be taken over.

Corner Kick

  1. Ball placed on the corner (no corner-kick arc). If ball is misplaced, the corner kick is taken over.
  2. Must be taken within 4 seconds; failure to do so entails indirect free kick to the opposing team from the corner mark.
  3. The kicker cannot play the ball a second time until it has been played by another player; infringement of this rule entail an indirect free kick to the opposing from the point of infringement.
  4. Players on opposing team must be at least 5 m away from point of the corner kick.
  5. Can score goal directly from a corner kick.

Penalty Kick Shoot-out

  1. Main referee decides goal to be used.
  2. Coin tossed to decide order.
  3. Five kicks to be taken by 5 different players selected from the 12 suited players. Captain of each team announces these 5 to the main referee before the kicks are taken.
  4. If two teams are still tied after 5 kicks, the additional kicks will be taken on a sudden-death basis by the rest of the players who have not kicked yet.
  5. Players sent off during the match are not eligible to take these kicks.
  6. Any eligible player may change places with his goalkeeper.
  7. While the penalty shoot-out is in progress, players will remain on the opposite half of the pitch. The assistant referee shall control this area.

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Half-Court Shot Contest
ROUND ONE
Each participant will receive two shots.
If one of the participant’s shots go in, he or she must move to the side (the participant is in round two).
If none of the participant’s shots go in, he or she is out of the competition.
If no participant makes a basket, the competition is over.
There is no winner.

ROUND TWO
Each remaining participant will receive one chance to make a basket.
If only one participant makes it to Round Two, then he or she is the winner.
If more than one participant makes it to Round Two and neither makes a basket, it is a tie.
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Home-Run Derby

  1. Each participant will receive ten swings or 15 pitches, whichever comes first, in order to accumulate as many points as possible.
  2. Points will be awarded as follows:

    Men – Three points will be awarded for each ball hit over the 300 foot fence, and one point will be awarded for each ball initially landing on or over the 275 foot line.
    Women – Three points will be awarded for each ball initially landing on or over the 200 foot line, and one point will be awarded for each ball initially landing on or over the 175 foot line.
  3. Should the participant score three points on their final swing, he/she will be awarded a bonus swing.
  4. The winner will be determined by the participant accumulating the greatest number of points.
  5. Ties will be broken by the greatest number of three-point home runs hit by the participant.
  6. All balls will be provided by the rec sports department. Bats must be stamped with the ASA 2004 certification.
  7. Participants may provide their own pitcher or have a member of the intramural staff pitch to them.
  8. All decisions will be made final by the intramural field supervisor back to top

KICKBALL

Game time is forfeit time.

1. Teams are composed of 10 total players or at least 8. Only 5 of each gender will play in the field, but everyone will kick. A team must have an even number of players playing at one time. Teams may have two extra kickers (one male and one female for a total of 12).
2. The defensive team may be set up in any order the team wishes (guys and girls in either the infield or outfield). There is no set rule for placing defending players.
3. Kicking order must alternate gender.
4. Game time is forfeit time! A team may start with 8 players of equal gender.
5 . A game will consist of 7 innings or a 55 minute time limit. An inning is considered complete after the third out is made. (NEW)
6. The offensive team, team at kick, will supply their pitcher. There will be one pitch unless it is fouled off, then the kicker will receive another pitch. A second foul ball will result in an automatic out.
7. A player will be ruled out if they kick two fouls, get hit by the ball from the shoulders or below before reaching the base, a pop fly is caught, or if the base runner is off of the base before the ball is put into play by the kicker. EXCEPTION: a player who is not in a regular standing/running position and is hit in the face/head will be ruled out! (ex. bending down to avoid getting hit or the runner falling down)
8. Home/Visitor will be decided by a coin toss conducted by the program coordinator.
9. There will be no official, however, the supervisor for the game will decide on all arguments on the field at the time the problem arises.
10. There will be no infield fly rule.
11. The batter must wait for the ball to be behind home plate before kicking the ball. Once the ball has been kicked, the ball must travel a minimum of 15 feet in front of the plate. 12. A runner who leaves the base before the pitch reaches home plate or is hit, is out and the ball is dead. Leading off and stealing bases between pitches is not allowed.
13. In order to prevent injury and protect the defensive player attempting to make a play on a base runner, the base runner must be called out, if he/she remains on his/her feet, and deliberately, with great force crashes into a defensive player holding the ball, waiting to apply a tag. If the act is determined to be flagrant, the offender shall also be ejected.
14. A designated batter or extra batter is allowed. If an extra batter is used in co-rec, two extra batters must be used, with one being of each gender.
15. Bunting will not be permitted and is a dead ball and an automatic out.
16. If a team is up by ten runs or more (home team: 3 1/2 innings, visitors: 4 innings) the game will be called.
17. With the exceptions listed on the rule sheet, Intramural Softball or ASA softball rules will govern this event.

Cancellations

During inclement weather, only the intramural supervisor at the site can cancel games. Do not assume the game will be canceled, as the weather is very unpredictable. It is your responsibility as the captain to make sure your team is ready to play at game time. Canceled games during the regular season will not be rescheduled, and both teams will receive a tie. Playoff games that are canceled will be rescheduled as soon as possible. back to top


Intramural Racquetball Rules

Game time is forfeit time. All A.A.R.A. rules apply with the following intramural modifications:

  1. Scoring
    1.1
    Points are scored only by the player in service. A game is won by the first player to reach 15 points, win by one point. The winner of the match is the first player to win 2 of 3 games.  Third game is played to 11 (if needed).
  2. Serving
    2.1
    In singles or doubles, the server can stand in any part of the service zone. The server must bounce the ball before he/she may hit the ball. A legal serve must hit the front wall and return over the short line before hitting the floor. The legal serve can either be a straight rebound from the front wall or a combination with one side wall, hitting the floor past the short line. Any other serve is illegal. There are 2 types of illegal serves: a) "short" or "long" which allow for a 2nd serve, or b) a serve that does not hit the front wall first, or a serve that hits the server on its backward flight.

    2.2 In doubles the serving order is as follows A1, B1, B2, A2, A1, B1, B2, A2, A1, etc. The service order established at the beginning of the game must be followed throughout the entire game. The server's partner must stand in the safety zone, (the server's box with their back to the side wall, both feet on the ground) until the serve passes the short line.
  3. Receiving
    3.1
    Receiving players must remain five feet behind the short line until a served ball lands or passes over the short line.
    3.2 Long serve: the receiver has the option of playing a ball that would be called long; if it is not played then a second serve is allowed. (A short serve cannot be played.)
    3.3 A receiving player may hit the ball on either the volley (must be 5 feet behind the short line) or the bounce, and may return it to the front wall with any combination of walls as long as the ball hits the front wall before touching the floor.
  4. Game Play
    4.1
    First serve goes to the player winning the coin toss. The loser will serve first in game two. In doubles, after the first server has lost their serve, both opposing members serve and the rotation begins.
    4.2 Once the ball is put into play, a rally continues until a player does not make a legal return. Each team is allowed a clear view and room to execute all returns during a volley. Interference is considered a hinder and the point is replayed.
    Hinders are as follows:
    a. a serve which is served to close to the server's body, it impedes the view of the ball by the receiver.
    b. a serve that hits your partner while he/she is in the servers box.
    c. a ball that strikes an opponent before hitting the front wall.
    d. a player is not given clear view or position for a return shot. Physical contact which impedes effort of player to return ball.
    e. a safety hinder is called when a player has fear of hitting their opponent with their racquet or the ball.
    4.3 If the ball is touched with a hand, arm or any part of the body during the return, then it is considered a loss of serve or point.
    4.4 In doubles, if one player swings and misses the ball, his partner may attempt to return the ball.
  5. Equipment
    5.1
    Players must provide the racquetballs.
    5.2 Players must use an approved A.A.R.A. racket.
    5.3 A safety thong must be worn around the wrist.
    5.4 Safety goggles are mandatory.
  6. Team
    6.1
    Team racquetball will consist of four players. The four players will be divided up into two singles players and one doubles team. The doubles team must participate or a forfeit will be assessed. The winner of the match is determined by whichever team wins two out of the three contests. back to top

Shoot Out 3-Point
ROUND ONE
Each participant will receive two balls and 45 seconds.
Each participant must make his or her first shot from the top of the key (or designated spot).
Once the participant makes the designated spot shot, he or she may move to any spot he or she wishes.
Scores within the top 25 percent will advance to the second round.

ROUND TWO
Each remaining participant will receive two balls and 20 seconds.
Each participant gets two shots from each of the designated spots before moving to the next.
The highest score in round two is the champion.
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Intramural Soccer Rules

Game time is forfeit time!

Teams are responsible for keeping their spectators under control. Misconduct of spectators, players or coaches can result in ejection or forfeiture of the game. Spectators must remain in the designated area. Only players and coaches (maximum of two) are permitted in the playing area. The referee shall have the power to make decisions on any matters or questions not specifically covered in the rules.

2005-2006 National Federation High School soccer rules will govern all play for any rule not mentioned in the following intramural rules:

1. Equipment

1.1 Teams must wear shirts that are the same shade of color. Goalkeepers must wear a different colored shirt than either team.
1.2 All players must wear shoes. The shoes must have a rubber sole, and screw-in cleats will be allowed as long as the screw is part of the cleat. Metal spikes or cleats with metal tips are not allowed.
1.3 Equipment that may be dangerous to another player such as hats, bandannas, and casts are not allowed. 1.4 Knee braces made of hard, unyielding substances covered on both sides with all edges overlapped and any other hard substances covered with at least 1/2 inch of slow recovery rubber or similar material will be allowed
1.5 Jewelry, rubber bands, bands or strings may not be worn, regardless of religious or sentimental value.
1.6 Teams must provide their own ball. Both teams must agree on the ball to be used and it must be approved by the game officials.

2. Players and Substitutes

2.1 A regulation team consists of 11 players (one of which will be the goalkeeper). A team may play with a minimum of 8 players.
2.2 If a player has been disqualified (red card), or 2 yellows resulting in a red card , he/she will not be allowed a replacement.
2.3 A team must notify the referee on all substitutions. No player may come onto the field without permission of the referee.
2.4 Either team may substitute under the following conditions:
a. On either teams goal kick or their own throw-in or their own corner kick.
b. When a player has been injured, and only for the injured person. The opponents may substitute a like number of players.
c. When a player has been cautioned (yellow card). Each team may substitute one player for each player cautioned. The player cautioned must leave the field until his/her team's next substitution opportunity.
d. After a goal.

3. The Game

3.1 The first half will be 20 minutes in length with a continuous running clock and the second half will be 18 minutes running and stopping the last 2 minutes on out of bounds and penalties. Halftime will not exceed 5 minutes.
3.2 Any injury time will not be added on at the end of the game, the clock will stop for all injuries.
3.3 The referee reserves the right to stop the clock at his/her discretion for player(s) actions that violate the spirit of the game.
3.4 Time outs will not be allowed.
3.5 Winner of the coin toss will choose which goal they want to defend and will receive ball in second half.

3.6 The referee will whistle the ball into play. The kickoff must be taken from the center of the field. Each team must be on their own half, and the defensive team must be 10 yards off the ball at the time of the kickoff. To kickoff the ball, it must roll forward. The player who kicked off the ball may not touch the ball until another player touches the ball. Violation of the forward rule will result in a retake of the kickoff. All kickoffs are indirect.
3.7 A goal may be scored during play directly from a direct free kick, penalty kick, corner kick, goal kick, drop ball, or kickoff . A goal may not be scored directly from an indirect free kick or a throw-in. To score a goal, the ball must completely cross the goal line. After the goal, the ball is returned to the center of the field for another kickoff. The team that gave up the goal will kickoff.
3.8 Teams will change ends at halftime. The team that did not kickoff in the 1st half will kick off in the 2nd half.
3.9 The ball is out of play when it completely crosses the sidelines or the end lines. The referee will blow his/her whistle to signify when the ball is out of play.
3.10 The referee blowing his/her whistle warrants a dead ball (even if inadvertent).
3.11 To restart play, the following methods are used:
a. Throw-ins: When the ball crosses the sidelines.
b. Goal kick: When the ball crosses the end line and the offense touched the ball last.
c. Corner kick: When the ball crosses the end line and the defense touched the ball last. The ball is placed a yard away from the corner marker and kicked. A goal may be scored directly from the corner kick.
d. Direct and indirect free kicks: Taken after a foul has been called.
3.12 Ball in play: The ball is still in play if it stays in-bounds after rebounding off the goal, referee, or corner flags.
3.13 A drop ball will be called when play is stopped due to an injured player, inadvertent whistle or when it is not clear whom the ball last touched before going out of bounds. A drop ball is when the referee drops the soccer ball between a person from each team; the ball has to touch the ground before it can be kicked by either player.
3.14 Mercy Rule: If a team is ahead by ten or more goals at half time or by five or more goals with five minutes or less remaining in the second half, or the game will end. At the same time, if a team is ahead by four goals and is deemed to be stalling, the officials have the option to end the game and sportsmanship points may be deducted.
3.15 During the regular season, tie games will stand. During playoffs, ties will be broken using the following rules: Two 5-minute consecutive sudden death overtime periods will be played. The first team to score is the winner. If there is no score in the first overtime, play is stopped, teams switch ends of the field, and possession changes as if starting a new half. If there is no scoring in the second overtime, then a shootout (penalty kicks) will be conducted.
3.16 Regular season games cancelled due to weather or field conditions will be considered a tie. If inclement weather causes a playoff game which has already been started to be cancelled, the game will be continued from the point where it was suspended.

4. Offside

4.1 A player is in an offside position when nearer to their opponent’s goal line than the ball, unless (1) the player is in his/her own half of the field of play or (2) the player is not nearer to the opponents' goal line than at least two opponents (3) the player is level with the last two defenders.
4.2 A player will be penalized for offside if, at the moment the ball touches/is played by a teammate, that player is, in the opinion of the officials:
a. Interfering with the play or an opponent.
b. Gaining an advantage by being in that position. Penalty: Indirect free kick at the spot of the foul.
4.3 A player shall not be penalized for offside if they receive the ball direct from a:
a . corner kick
b . throw in
c . drop by an official

5. Rules Clarifications

5.1 Fans and coaches must stay off the field at all times. Fans and coaches may never stand between the two fields. Continued violations of this rule will result in an unsportsmanlike conduct for the captain. If they continue to violate this rule, the captain will be ejected. Another captain will be appointed and the preceding rules will be applied.
5.2 The team which kicked the ball out of bounds is responsible for retrieving the ball and returning it to the goalie or official. Excessive delay may result in a yellow card, which will be issued to the team captain.

6. Fouls and Misconduct

6.1 Kicking-Striking-Tripping-Jumping
a. A player shall not intentionally attempt to kick, strike or jump at an opponent. Penalty: Direct free kick.
b. A goalkeeper may not intentionally strike or attempt to strike an opponent by throwing the ball at the opponent. Penalty: Direct free kick
c. A player shall not intentionally trip an opponent. Penalty: Di