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Flag Football
Basketball
Volleyball
Wiffleball
Indoor Soccer
Softball
Ultimate Frisbee
Flag Football
Revised 09/11/07
* Flag Football rules will be conducted under the NIRSA laws of the game with the following additions, exceptions, and clarifications. If you have any further rules questions, please contact Dan Williams.
* Captains are required to read the general IM Rules and Eligibility.
For clarification, illegal equipment consists of:
A. Headwear containing any hard, unyielding, stiff material, including billed hats, or items containing exposed knots.
B. Jewelry.
C. Pads or braces worn above the waist.
D. Shoes- Cleats are allowed as long as they are rubber or plastic. Absolutely no metal is allowed on the cleats.
E. Shirts or jerseys that do not remain tucked in. Any hood on a coat, sweatshirt, or shirt that does not remain tucked in.
F. Pants or shorts with any belt(s), belt loop(s), pockets(s), or exposed drawstring(s).
G. Leg and knee braces made of hard, unyielding material, unless covered on both sides and all edges overlapped.
H. Any slippery or sticky foreign substance on any equipment or exposed part of the body.
I. Exposed metal on clothes or person.
J. Towels attached at the player's waist.
NUMBER OF PLAYERS: Each team should start the game with 7 players; a minimum of 5 is needed to avoid a forfeit. A player may play on only one team per sport. Please check the Rules of Eligibility for all other rules concerning Intramural Sports.
LENGTH OF GAME: Playing time shall be 44 minutes, separated into two halves of 22 minutes. Half-time shall be 3 minutes. There will be a running clock for the entire first half, and the first 20 minutes of the second half. The last 2 minutes of the second half will follow NIRSA timing rules (similar to NCAA Football). A coin toss will determine who shall receive the choice of possession or side at the beginning of the game. If only one team is ready to play at game time, they will automatically have the choice. In the case of overtime, there will be a 3-minute intermission prior to starting overtime. Should darkness threaten the completion of a game, periods can be shortened by mutual consent of both captains, the referee, and a supervisor.
-There will be 3 time outs awarded to each team per game. Time outs will stop the clock outside of the final two minutes. Timeouts will be 45 seconds long.
-There will be a 25 second game clock that will begin once the ball is placed on the line of scrimmage. 5 yard penalty if ball is not snapped when time expires. Refs will give a ten second warning.
MERCY RULE: If a team is 19 points or more ahead when the Referee announces the two-minute warning for the second half, the game shall be over. If a team scores during the last two minutes of the second half and that score creates a point differential of 19 or more points, the game shall end at that point.
OVERTIME (TIE GAME): If the game score is tied after regulation time, then a coin toss will determine who will get the ball & side. The home team shall call the toss. If additional overtime periods are needed to decide the outcome of the game (more than first overtime), captains shall alternate choices. Each team will have the chance to score in series of four downs from the 10 yard line. If the score is still tied after each team has had a try (including extra point attempts), a second series is played, and so on until a winner is determined. (Exception: Regular season games will end in a tie if teams are tied after the third series).
KICK OFFS: Will be kicked off a tee 10 yards up from the end zone nearest the kicking team.
-If the ball is caught in the end zone and the person who catches the ball takes a knee, than it shall be a first down on their own ten yard line.
PUNTING: Quick punts are illegal. On fourth down the Referee must ask the Offensive team if they want a protected scrimmage kick. Once the offense has declared their choice, the Referee will inform the Defense of the offense's choice. The only way the Offense can change their decision is to call a time-out, or if a foul occurs anytime prior to or during the down and the down is to be replayed. In the later case the Offensive team will be asked if they want a protected scrimmage kick or not. The kicking team must have all of its players, except for the punter, on the line of scrimmage. No kicking team players may move until the ball is kicked. There are no restrictions to the number of players the defensive team must have on the line. Defensive players MAY attempt to block the punt by jumping straight up in the air. They may not, however, penetrate the line of scrimmage. If a punt crosses the scrimmage line and touches a member of the receiving team and then hits the ground it is considered a live ball and can be picked up by the kicking team.
LINE OF SCRIMMAGE: The offensive team must have a minimum of 4 players set the line of scrimmage at the snap. Players in motion do not count as players on the line of scrimmage. Once the center has placed his hands on the ball no offensive player may enter the neutral zone. Following the ready for play whistle and until a legal snap, no defensive player may encroach, touch the ball, stand in, or in any other way interfere with the offensive team. Penalty - Dead Ball foul, encroachment, 5 yards from succeeding spot.
BACKWARD PASSES AND FUMBLES: Fumbles are allowed but no attempt to dislodge the ball from the player with the ball can be made by the defense. A backward pass or fumble may be caught or intercepted by any player inbounds and advanced. A player may not intentionally throw a backward pass out of bounds to conserve time or to avoid being downed. This will be penalized as an Illegal pass: loss of 5 yards, loss of down and the clock will start on the ready for play. A backwards pass that hits the ground is considered live.
FORWARD PASSES AND INTERCEPTIONS: If a player is in the air attempting to catch a ball, the player must contact the ground with at least one foot in-bounds with the ball in their possession prior to going out of bounds, unless contact by an opponent causes the player to first touch out-of -bounds. If possession of the ball is lost simultaneously when they hit the ground, it is not a catch. If a forward pass is caught simultaneously by members of opposing teams, the ball is dead at that spot and belongs to the team that snapped the ball.
PASS INTERFERENCE: Any contact that, in the view of the official, interferes with the attempt to catch a pass (offensive or defensive player) is pass interference unless, in the view of the official, it occurs when two or more eligible receivers make a simultaneous and bona fide attempt to reach, catch, or bat a pass. It is also pass interference if an eligible receiver is deflagged or touched prior to touching the ball on a pass thrown beyond the offense's line of scrimmage. If the pass interference by the defense is intentional and/or unsportsmanlike, the defense may be penalized an additional 10 yards.
SCORING:
Touchdowns = 6 points
Extra Points = 1 point if successful from the 3 yard line
Extra Points = 2 points if successful from the 10 yard line
Extra Points = 3 points if successful from the 20 yard line
Safety = 2 points
Defensive Conversion on Extra Point Attempt = 3 points
Once a team has made their choice on the extra point, they can only change their decision by taking a time-out.
SAFETY: If a player carries the ball across the goal line they are defending and the ball becomes dead while in their team's possession, it is a safety. If a team commits a foul in the end zone where the spot of enforcement is designated as the spot of the foul, it will be declared a safety. A team recording a safety will receive two points, and the ball shall be snapped by the scoring team at their own 10-yard-line, unless moved by penalty.
Exception- Momentum Rule - When a player intercepts a forward pass or catches a scrimmage kick between their five yard line and their goal line and their momentum carries them into the end zone where the ball becomes dead, the ball will belong to the receiving team at the spot of the catch or reception.
PERSONAL FOULS: Any act listed below or any other act of unnecessary roughness is a personal foul.
Players shall not :
· Punch, strike, strip, steal, or attempt to steal the ball from a player in possession.
· Trip an opponent.
· Contact an opponent who is on the ground.
· Throw the runner to the ground.
· Hurdle another player.
· Contact an opponent either before or after the ball is declared dead.
· Make any contact with an opponent that is deemed unnecessary.
· Deliberately drive or run into a defensive player.
· Clip an opponent.
· Position themselves on the shoulders of a teammate or opponent to gain an advantage.
· Tackle the runner. (warrants ejection)
SCREEN BLOCKING: Legally obstructing an opponent without using any part of the body to initiate contact. Screen blocking shall take place without contact. The blocker shall have their hands and arms at their sides or behind their back. A screen blocker cannot use their hands, arms, elbows, legs or body to initiate contact. If they do use contact it will be called a Personal Foul.
Screen blockers may not:
· Take a position closer than a normal step when behind a stationary opponent.
· Make contact when assuming a position at the side or in front of a stationary opponent.
· Take a position so close to an opponent that they cannot avoid contact by stopping or changing direction.
STIFF ARMING: Stiff arming is not allowed; a personal foul will be called, and if warranted an unsportsmanlike conduct or ejection will result.
OBSTRUCTING THE RUNNER: A defensive player shall not hold, grasp, or obstruct the forward progress of the runner when attempting to remove the flag belt.
THE FLAG BELT: All shirts must be tucked in, and are not permitted to hang over the flag belt. Should a player loose their flag belt legally or illegally during a down and should that player gain possession of a live ball, that player will be considered down when a legal tag (one hand touched by the defense between the shoulders and knees, including the hand and arm) is made. When a player scores they must immediately raise their hands and allow an official to remove their flag belt. This is done to insure that the flag belt has not been illegally secured. If the belt has been illegally secured the score is disallowed, the player ejected and a 10 yard Unsportsmanlike Conduct penalty will be administered from the previous spot. Players must have possession of the ball before they can legally be deflagged. It is illegal for a defensive player to intentionally pull a flag from an offensive player who is not in possession of the ball. In cases where a flag belt is removed illegally, play should continue with the option of the penalty of the play (Penalty: Personal foul, 10 yards).
GUARDING THE FLAG BELT: Runners shall not flag guard by using any part of the body or ball to deny the opportunity for an opponent to pull or remove the flag belt. Flag guarding includes but is not limited to:
· Swinging the hand or arm over the flag belt to prevent an opponent from deflagging.
· Placing the ball in possession over the flag belt to prevent an opponent from deflagging.
· Lowering the shoulders in such a manner that flag guards.
OFFICIAL'S AUTHORITY: An official assumes authority 15 minutes prior to the scheduled game time, and until they have left the field. The officials have the authority to rule on any situation not specifically covered in the rules. His/her decision is final, unless ruled otherwise by the supervisor on duty or the Graduate Assistant of Intramural Sports. The official has the right to eject players or have them sit out of part or all of the game. Fans, coaches, and spectators are a part of a team and any fouls they commit will go against their team.
Penalty for Expulsion- If a player is removed from the game by the referee than the team that he/she is on will be penalized by having to play one man down.
- The person who is removed will be suspended at least one game and will be required to fulfill one hour of community service. If community service is not completed within two weeks of the infraction than a fifty dollar fine will be added to the students account.
Points:
Win= 2 points
Tie- 1 point
Loss- 0 points
* The top 3 teams from each division will advance to playoffs.
Basketball
***Each team will have at least 7 players and no more then 12 players on their roster.
Rules:
- There will be two 20 minute halves with a running clock until the final two minutes of the game.
- A 4 minute half-time will be given to both teams.
- Each team will have 2 time-outs per half.
- If the score is tied at the end of regulation, there will be a three-minute overtime period. In this overtime each team will receive one additional time-out.
- There will be one jump ball at the beginning of each game and the rest of the possessions will be kept track of by the scorekeeper.
Fouls:
- Shooting foul is two free throws.
- All non-shooting fouls are 1 and 1 after 7 team fouls and except for offensive fouls.
- Intentional fouls are two free throws plus the shooting team maintains possession.
- After the 10th team foul per half, the offensive team will shoot two free throws.
- A player is disqualified on his/her 5th personnel foul.
- If a technical foul occurs, two free throws and possession to the opponents team. A player will be ejected from the game for two technical fouls and must sit out the next game. Two game ejections will result in expulsion from the league and the ejected player must be re-instated by the Director of Intramural Sports.
General:
- There will be two referees and a timekeeper for each game.
- The decision of the referee is final, profane language directed at the referee or arguing will result in a technical foul.
- All discipline is subject to the student development office.
- All teams must arrive on time. After ten minutes, a forfeit will be called. There are four players per team needed to start a game.
Volleyball
Rules:
- In order to start any volleyball match, you must have at least four players on the court. If for any reason you do not have the number required, the team will be forced to forfeit. If a player shows up late, they may join the team on the court. If for any reason during a match a team drops below the minimum number required, the team will be forced to forfeit the remaining games.
- A team may never have more men than women playing at any time, but may have more women than men. The team serving may only make substitutions. Substitutions may only be made in the back row of the court. All players must be included in the serving order.
- The ball is out of bounds when it contacts the ceiling, rafters, bleachers, basketball baskets or any object outside the net and the antennas.
- If the ball hits the floor outside of the boundary lines it is considered out. If any part of the ball hits the line it is considered in.
- The top of the net shall be 8 feet high.
- The server must stand in the back right corner off the court anywhere within 10 feet of the right sideline.
- The server cannot serve from inside the court.
- The server has 5 seconds to serve the ball after the whistle is blown to start play.
- Each team must serve in a clockwise fashion.
- The serve must be clearly struck and go over the net without touching it.
- At the time of the serve all players must be in their proper serving order and not overlapping with another player.
- A serve may not be blocked, spiked or set. It must be bumped.
- A ball may be contacted a maximum of three times before it goes over the net. If a ball is touched more then once, a female must touch it before it goes back over the net.
- A single player cannot contact the ball two times in a row unless simultaneous contact between teammates; both players will be eligible to play the ball again. On a blocked shot, if the ball touches a player it does not count as contact of any kind. The players may still use three hits on the ball after the block, and the blocking player may play the first hit even though the ball touched him/her last.
- The ball can be played with any part of the body above the waist, as long as it is a single clean contact.
- The ball cannot come to rest and then be thrown (lift or carry).
- The ball may be played off the net as long as the player does not contact the net and the ball is not lifted.
- Players cannot touch any part of the net or poles with any part of their body during play unless the ball going into the net causes the contact.
- A ball striking the net and then going over is legal except on the serve.
- Players may not totally cross the centerline with any part of their body (they may be on the line but not cross over).
- Players may reach over the net while playing a ball as long as the ball is still on their side of the net when it is contacted.
- A match will consist of the best of three games. Teams will be allowed two time-outs per match, and they will not exceed one minute in duration.
- Game time is forfeit time. If a team does not have the required number of players to start the game at its scheduled time, they will be forced to forfeit their first game. After an additional ten minutes, if they are still unable to field a team, they shall forfeit the match.
- Unsportsmanlike conduct will not be tolerated. Such players will be ejected from the match and must immediately leave the playing area. Ejected players will automatically be suspended under the conduct rules of intramurals.
Wiffleball
Rules:
- Teams must have at least five players to start the game. A maximum number of nine players can play the field at one time. A catcher must be provided by the defensive team.
- Game time is forfeit time.
- Team captains are responsible for the conduct of their team and making sure they field a team.
- The defensive team can setup in any order on the field as long as they provide a catcher.
- Games will last 50 minutes or 7 innings whichever comes first.
- Offensively, a team may only score ten runs per inning.
- The defensive team must also supply their own pitcher. The pitcher must remain in contact with the pitching rubber until the ball leaves their hand. The ball can be thrown under or overhand. Their must be a small arc on the ball when pitched.
- Outs can be recorded in a number of ways. Three strikes, final strike can't be a foul. Fly balls caught in fair or foul territory. Ground balls fielded and thrown to the base for the out. Tagging a runner with the ball.
- The ball can't be thrown at the runner.
- Tagging the pitcher's mound does not record an out.
- No bunting, the attempt at bunting counts as a strike.
- There is no leading off the bases.
- There is no sliding or diving into a base, this will count as an automatic out.
- A batted ball that hits the wall, basketball hoop, ceiling or any other obstacle on a fly and is then caught is considered an out.
- Each offensive team is given three outs per inning. All tie games are final until the playoffs in which each game will be played until the tie is broken.
Indoor Soccer
Teams:
- Team rosters must have between seven and twelve eligible players
- Games will be played with five players but you may start and play with four
- Scrimmage vests will be provided for both teams however teams are encouraged to wear matching jerseys
The Game:
- Games will consist of two twenty minute halves with a running clock except during time outs.
- Each team is allowed one time out per half.
- Game time is forfeit time.
- There will be no over time ( except during the playoffs).
- Over time at this time will consist of a five minute sudden death period, if at the end of this period the score remains time a three shot shoot out will resolve.
Rules:
- The ball must go backwards at the start of the game, the half, and after all goals.
- All defending players must be on their own half of the field.
- Substitutions may take place at any point during the game.
- A direct kick will be awarded for an intentional hand ball or flagrant foul.
- A indirect kick will be awarded for any other fouls.
- On any penalty kick, the team that the foul was called against must be at least ten feet away from the ball.
- When the ball is tied up among two players a drop ball will occur at that spot.
- All shots on goal must be taken, from a players own offensive half of the field, violation will result in a indirect kick from mid-court.
- Any ball behind the goal will be considered out of bounds and will result as a goal kick if last touched by an offensive player or a corner kick if last touched by a defensive player.
- The ball must cross the entire goal line to score.
- Players may be issued a yellow card warning at the official discretion.
- Two yellow cards in the same game will result in ejection from the game.
- A red card will result in immediate ejection from the game.
- Rejected players must leave the playing area and will be automatically suspended for one game and must be reinstated by the director of intramurals.
Goal keepers:
- The goalie can only use his or her hands or arms to control the ball, However the ball must hit a player by mid-field when released, violations will result in a indirect kick from mid-field.
- If the goalie does not touch the ball with his or her hands, there is no violation, if the ball does not hit a player before crossing mid-field.
- The ball must be in the goal keepers area to be touched by the goal keepers hands.
- Any ball inside the goal keeper's area, the goalie cannot use his hands.
- The goalie may not pick up the ball, put it down, roll it, and pick it back up again, roll the ball to another player, have that player kick it back, and precede to pick the ball up again in order to waste time or to advance the ball.
Fouls:
- There are no off-sides.
- No slide tackling will be permitted.
- A direct kick will be rewarded for an intentional hand ball or flagrant foul.
- An indirect kick will be rewarded for all other fouls.
- Fouls will include, high kicking, slide tackling, tripping, pushing, holding, kicking, and hand balls, the penalty will be a free kick from the point of infraction.
- If the foul occurs within the goal keeper area, a penalty shot will be awarded.
Penalty shots:
- Any flagrant foul that happens inside the goal keeper's are by the defensive team will result in a penalty shot from the top of the basketball key.
- On a penalty shot everyone must stand outside the goal keeper's area and at least ten feet away from the ball.
- On a penalty shot the goal keeper must stand on the goal line and is only allowed to move on contact to the ball.
Softball
Rules:
- ASA rules will apply in all cases, except where special intramural rules apply.
- Rosters must consist of between 10-20 players and must be a combination of male and female players.
- Game time is forfeit time.
- Teams are responsible to be at least ten minutes early and ready to play, if neither team is ready to play a double forfeit will be declared. Neither team will receive a win for forfeited contest, a team must have present the minimum number of eight players required for competing in a game, if a team begins a game with less then 10 players, all individuals that want to participate must be added to the end of the batting order.
- Games will consist or seven innings of play or one hour with an equal number or innings for each team which ever occurs first, a new inning will not start 55 minutes past the hour.
- If a game is called at the top of a inning due to inclement weather, the result reverts back to the last full inning of play, if the game is called prior to the fourth inning the game will be replayed in full. The umpire at the game or the director of intramurals will make all decisions for rain cancellations.
- Only those players who are fielders are eligible to bat.
- Intentional delay of game exceeding one minute will result in a forfeit for the team at fault.
- No stealing, bunting, or chop swings will be permitted, base runners cannot leave the base until the ball crosses home plate.
- No metal spike will be permitted and catchers should wear a catcher's mask.
- There are unlimited substitutions, however once a player leaves a game for a substitution he or she may not re-enter the game. The player who enters the game as a substitute will take the departing players position in the batting order.
- If a player chooses to leave a game or is ejected from the game and is not replaced with a substitute player, then every time that that player would have batted it is considered an out.
- Pinch runners will be permitted with the empire's discretion and will only be allowed by the last batted out.
- Any softball bat is legal as long as both teams can use it.
- Because we are playing slow pitch softball, there is a mat that is used for an extension of home plate. The ball must hit the mat in order to be called a strike. A ball landing on home plate is also considered a strike. The ball must have an arc no less then six feet and no higher then twelve.
Ultimate Frisbee
Starting the Game:
- Seven players constitute a team for Intramural Ultimate Frisbee; however, play may begin with six. If a team has less than six players and the other team agrees to play them, please record this on the score-sheet and the final game score will stand.
- Both teams need to make sure all players are signed in on the score sheet before the game can begin.
Equipment of the players:
- Players are permitted to wear rubber-cleated shoes (no metal spikes). Players must wear some type of shoe while playing. Both teams must agree on the same playing disk.
Equipment needed:
- 8 red cones
- 1 stopwatch
- 1 pencil or pen
- 1 clipboard with scoresheet
- Ultimate frisbee rules
- Frisbee
Field Size:
- Regulation field size is 70 yards by 40 yards with end zones 25 yards deep. However, the team captains and the official may determine actual field size. The corner of the end zones should be marked with the 8 red cones provided.
Length of game:
- The game will consist of two twenty-minute halves (running clock and no time outs) and the second half must end on a point. In case of a tie, there will be a five-minute overtime to determine the winner.
Substitutions:
- You may only substitute players on points and injuries.
All rules are subject to the captains and officials discretion i.e., discussion before the game. Geneva College Intramurals stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, officials, adherence to the rules and the basic joy of play.
Initiate play:
- Each point begins with both teams lining up on their own respective goal lines. The defense throws the disk to the offense. A dropped throw will be considered a turnover and the defense will assume the disk and offense. Any contact between the offense and the disk will be considered to be an attempted catch.
Movement of the disk:
- The disk may be advanced in any direction by completing a pass to a teammate.
- Players may not run with the disk.
- The person with the disk (thrower) must have one pivot foot planted.
- The defender guarding the thrower (marker) counts out the stall count to 10 seconds. If the thrower does not throw the disk within those 10 seconds, it is considered a turnover.
- No momentum touchdowns-one foot must be down in bounds for the catch to be considered completed. A tie disk will go to the offensive player.
- The disk may fly in and out of bounds as long as it is caught in bounds.
Change of possession:
- When a pass is not completed (out of bounds and not in the air, dropped, blocked or intercepted) the defense immediately takes possession of the disk and becomes the offense.
- A turnover in the end zone will be brought out to the goal line. The offensive player with the disk must plant a pivot foot on the goal line.
- A turnover which exits the field on the side, will be brought back to where the disk left the field or where the disk was last touched.
Defending:
- A defensive player must stay at least an arm's length away from the thrower.
- Only one defensive player may guard one offensive player.
Fouls:
- When a player initiates contact on another player.
- When a foul occurs, play resumes with the offensive team taking the disk at the spot of the foul.
- At the time of the foul, both the offense and defense shall freeze until the foul is resolved.
- The defensive player shall hand the disk to the offensive player to resume play.