Welcome to Intramural Sports!
Every academic year more than 4,000 students take advantage of this fun program. Recreational Sports offers many options whether you like Team Sports or Individual/Dual Tournaments. This is a great opportunity to get some friends together for an active, fun option.
Not Registered on IMLeagues? Then check out the IMLeagues sign-up instructions down below for more information on how to sign-up and join/form a team! For more information, send an email to IntramuralSports@tamucc.edu or call the front office at 361-825-2454. Visit our IMLeagues page here.
More Information
- Step 1: Go to http://rs.tamucc.edu
- Step 2: Click on the Intramurals tab and proceed to log in with your Islander ID on the next page.
- Step 3: Click on the orange Intramural Sports banner -- this will take you to IMLeagues.
- Step 4: Fill out the remaining information and click submit to create your account.
- Step 5: You may now log in at imleagues.com and register to participate in Intramural events.
Interested in becoming an intramural official? Attend one of these meetings in the Dugan Wellness Center Conference Room (Room 115).
Basketball Officials Interest Meeting: January 29 and 30 from 3:00-4:00pm.
Indoor Soccer Officials Interest Meeting: March 4 and 5 from 3:00-4:00pm.
Officials Responsibilities:
- Provide a positive attitude toward fellow workers and participants
- Work hard and hustle
- Have knowledge of rules and regulations
- Attend clinics and meetings
- Follow procedures set by the Intramural staff
- Suggest new ideas to improve the program
- Officiate every game to the best of your ability
- Have FUN
IM Sports Rules
Intramural Basketball is played in accordance with the NFHS Basketball rules.
Team Captains and Player Eligibility
- Game clock will start at scheduled game time.
- A maximum grace period of 10 minutes will be granted to teams waiting on players. Every minute (up to ten) that a team does not have the minimum number of players to start, the opposing team will be granted one point.
- The game will result in a forfeit if a team cannot meet the minimum player requirement after the 10-minute grace period.
- A team will be assessed a forfeit fee of $10 if they forfeit a game. Teams will not be allowed to play until the fee is paid.
- A team with two “no call, no show” forfeits will be dropped from the league.
- Team captains are responsible for informing their teammates of all Intramural Sports policies and procedures.
- Only team captains or designated players may address an official regarding rule interpretations or to obtain essential information.
- Team captains are responsible for their team and fans behavior before, during, and after the game. Fan penalties will be awarded to the captain.
- Team captains are responsible for any equipment given to them, such as team jerseys and team balls. Team captains will be charged for missing or damaged items.
- Team rosters are frozen after the last game of the regular season.
- NO ID NO PLAY! All participants must present their Sandollar ID or use the GetApp to the Intramural Supervisor on duty in order to be eligible for play.
- Presenting a false ID will result in a suspension of all participants involved. The offending team will lose their right to win the coin toss and be awarded an unsportsmanlike conduct. Usage of illegal or ineligible players will result in an automatic forfeit of that game.
- UNDER NO CIRCUMSTANCE IS ALCOHOL ALLOWED ON IN DUGAN WELLNESS CENTER. UPD will be called if any fan or participant is in possession or under the influence of alcohol.
- Smoking is not allowed inside the Dugan Wellness Center. Smoking includes, but is not limited to cigarettes, e-cigs, vape machines, illegal substances, etc.
Equipment
- Teams may wear their own jerseys. All jerseys must be of the same color and have numbers. Jerseys will be provided for each team if necessary. A shirt must be worn underneath the Intramural Sports jerseys (tank tops are allowed to be worn underneath the Intramural Sports jerseys).
- Shoes must be appropriate, athletic shoes. No boots, open toed shoes, or crocs will be allowed.
- The use of headgear, jewelry, shoulder pads, body pads or any unyielding or dangerous equipment is prohibited. Players may wear a knit or stocking cap, NO baseball style caps or bandannas may be worn at any time.
- Tape or bandage on the hand, wrist, forearm, or any other part of the body is prohibited except to protect an injury. Under no circumstances will a player wearing a cast or splint be allowed to play. Braces with exposed metal parts must be covered.
- Belt loops, pockets, exposed drawstrings, or untucked hoods on sweat shirts are illegal.
Timing and Players
- Each game will consist of two 20 minute halves with a three minute half time.
- The clock will continue to run with the exception of team and official’s timeouts as well as the last two minutes of the second half. During the last two minutes, the clock will stop for all dead ball situations. Officials reserve the right to add time to the game if necessary.
- Teams will receive three timeouts per game, but can only use two per half. Unused timeouts do not carry over to the next half or overtime period.
- A regulation team consists of 5 players, however, a team will be allowed to start with 4 players present.
Game Play
- After the captain’s meeting, a jump ball will be administered at center court to determine the first possession.
- Substitutions: A substitute must report to the scorekeeper and be recognized by a game official before he/she may enter the game. In a multiple free throw situation, a substitute may only enter immediately before the last free throw attempt or after the last free throw attempt is made. If the substitute is for the shooter, it must be a made basket to substitute. Failure to properly report will result in a technical foul being assessed to that player.
- Mercy Rule: If a team is ahead by 40 or more points in the second half, the game is ended. If a team is up by 20 or more with two minutes remaining in the second half, the game is ended.
- Time-outs: Each team will receive three, one minute time-outs per game and two per half. If no timeouts are used in the first half, only two time-outs will be allotted in the second half; but timeouts will not carry over from regulation to overtime.
- Overtime: If the game is tied at the end of regulation during the regular season, the game will result in a tie. During playoffs, tied games will result in a two minute overtime. Overtime will begin with a jump ball at center court and the clock will stop on all dead ball situations. This overtime procedure will continue until a winner is declared. Teams will receive one timeout per overtime period.
- The ball will be considered out of play any time a player or the ball makes contact with any area outside the boundary line or the line itself. A ball that makes contact with the hoop supports or the backside of the backboard will also be considered out of bounds. The ball will be put back into play with a throw-in at the designated spot.
Free Throws
- Only 6 players may occupy the lane.
- Defensive players must fill the bottom two spaces and they may take the third lane space.
- The offensive players may fill the second lane spaces on both sides and may not have more than two players rebounding.
- The other three players must remain behind the 3-point line above the free throw line extended.
- The players in the lane may move on the release while the shooter and players beyond the three point line may only crash the lane after the ball has touched the rim.
Violations
- Dunking is permitted during the game but is not allowed prior to the game, during half time, or following all games.
- GRASPING AND HANGING ON THE RIM OR NET is illegal and will result in a technical foul, except if in the opinion of the officials; it was done to prevent injury.
- Any player who damages equipment will be financially responsible for the repair of replacement of the damaged items(s).
- If the ball goes out-of-bounds, a new 10- second count will begin.
- Players may not swing elbows, even if no contact occurs. A player who swings their elbows and does not make contact will receive a personal foul and a warning. If the same player swings their elbows without contact a second time, they will receive a technical foul. A player who swings their elbows and makes contact with another player (regardless of team affiliation) will automatically receive a technical foul.
- Kick ball: A player may not intentionally kick a ball with any part of their leg.
- 10-Second Backcourt: a player must have both feet and the ball completely across the mid-court line before the count stops. The count will only stop if the defending team gains control of the ball or a defensive foul is called.
- 5-second frontcourt: applies only in the frontcourt to players holding or dribbling the ball whose defender has established a closely guarded position at least 6 feet from the player with the ball.
- 3-Second lane: applies to offensive players who have any part of their foot in the lane when the ball is in their front court. The count stops on loss of team control and on any shot that makes contact with the rim. A player in the lane may receive a pass prior to 3 seconds and be permitted to make an offensive move to the basket.
- Goaltending and Basket Interference: When a defensive player touches the ball while it is on its downward flight to the goal, while the ball is directly above the cylinder, and/or slaps the backboard while the ball is on or above the cylinder, it is goaltending and two points shall be awarded. When an offensive player touches the ball, net or any part of the basket while the ball is on or above the cylinder, it is basket interference and a violation. Any baskets are waived off and the ball is awarded to the defending team.
- Throw-in: After a made basket, the thrower may run the baseline. On any designated spot throw-in, the thrower has a spot approximately 3 feet wide and as deep as the court permits to make their throw-in. They may take steps to the left or right as long as one foot remains on or over the spot, and may step back as far as the court permits. On all throw-ins, the player has five seconds to release the ball. The defense may not break the plane of the line, if so they will receive a warning and then a technical foul on all subsequent violations. If the defense breaks the play and touches the ball before it is released it is a technical foul. If the defense breaks the plane and touches the player before the ball is released it is an intentional foul.
Fouls and Penalties
- A player will be disqualified (fouls out) when he/she has accumulated 5 fouls (any combination of personal and technical fouls).
- Bonus free throws (one-and-one) for each common foul (except player control) will be awarded beginning with the offending team’s 7th personal foul during each half. Two free throws will be awarded for every foul on or after the 10th team foul during each half.
- Shooting foul: A player who is in the act of shooting will be rewarded with two or three free throws unless the basket is successful and then they will receive one free throw. Shooting fouls include hack, hold, push, block, not allowing the shooter to land etc.
- Non shooting foul: A player who is fouled while not in the act of shooting will be rewarded with a team foul. Non-shooting fouls include hold, push, block, hand-check, illegal screen, etc.
- Team Control Fouls: When a team who is in control of the ball, dribbling, holding, or shooting commits a foul it is a team control foul. Team control fouls include charging, lowering the shoulder, pushing off, illegal screens, and swinging elbows.
- Flagrant Fouls: When any of the above fouls are flagrant, (dangerous or malicious fouls with no attempt to play the ball or with excessive contact) the player should be ejected immediately. The offended team will receive two points and the ball.
- Technical Fouls: On all technical fouls, two (2) points will be automatically awarded to the offended team, plus the ball at the division line for a throw-in. (Free throws will not be taken) Technical fouls count towards each player’s disqualification total and the team’s total fouls.
- Two unsportsmanlike technical fouls charged to any individual will result in his/her ejection from the game and the facility.
- Three unsportsmanlike technical fouls on one team will result in a forfeit.
Co-Rec Modifications
- Each team will consist of five (5) players made up of 3 men and 2 women or 3 women and 2 men. A team may start with a minimum of four (4) players, but there must be a minimum of 2 men and 2 women to begin.
- The women’s size ball will be used during the game, unless both teams agree to use a men’s ball.
- Men are allowed block the shot of a female shooter; however, if the block attempt is successful, the ball will be called dead and the shooting team is awarded the ball out of bounds. Attempting to block a shot involves a swinging motion toward the female shooter. A male who is standing flat-footed with his arms straight in the air is NOT considered to be attempting a block even if they make contact with the ball.
- Female points and male points are of equal value.
Playoff Eligibility
- Teams will only be eligible for post-season play if they earn an average sportsmanship rating of 3 or higher
- Teams that win via forfeit or default will receive a 3 rating.
- Teams that lose via a forfeit will receive a 2 rating.
- Teams that lose via default will receive a 3 rating.
- Please contact the Competitive Sports Coordinator with any questions regarding sportsmanship ratings.
Protest
- A participant may protest the misinterpretation or application of rules as well as player eligibility. Players are not allowed to protest official’s judgment calls. Please refer to the participant handbook for protest procedures.
Flag football games will be conducted under the rules of the NIRSA with modifications. This document covers the major rules with some exceptions.
Team Captains and Player Eligibility
- Game clock will start at scheduled game time.
- Teams unable to make their scheduled game should complete an online Default Form. This form can be found on the Rec Sports website andIMLeagues.
- A maximum grace period of 10 minutes will be granted to teams waiting on players. Every minute (up to ten) that a team does not have the minimum number of players to start, the opposing team will be granted one point.
- The game will result in a forfeit if a team cannot meet the minimum player requirement after the 10-minute grace period.
- A team will be assessed a forfeit fee of $10 if they forfeit a game. The team captain will not be able to participate in future intramural events until the fee is paid.
- A team with two “no call, no show” forfeits will be dropped from the league.
- Team captains are responsible for informing their teammates of all Intramural Sports policies and procedures.
- Only team captains or designated players may address an official regarding rule interpretations or to obtain essential information.
- Team captains are responsible for their team and fans behavior before, during, and after the game. Fan penalties will be awarded to the captain.
- Team captains are responsible for any equipment given to them, such as team jerseys and team balls. Team captains will be charged for missing or damaged items.
- Team rosters are frozen after the last game of the regular season.
- NO ID NO PLAY! All participants must present their Sandollar ID to the Intramural Supervisor on duty in order to be eligible for play.
- Presenting a false ID will result in a suspension of all participants involved. The offending team will lose their right to win the coin toss and be awarded an unsportsmanlike conduct. Usage of illegal or ineligible players will result in an automatic forfeit of that game.
- UNDER NO CIRCUMSTANCE IS ALCOHOL ALLOWED ON IM FIELDS. UPD will be called if any fan or participant is in possession or under the influence of alcohol.
- Smoking is not allowed inside the perimeter of Momentum Fields. Smoking includes, but is not limited to cigarettes, e-cigs, vape machines, illegal substances, etc.
- Jewelry of any kind is not allowed to be worn during intramural events. Jewelry includes but is not limited to, earrings, nose piercings, necklaces, wristbands/bracelets, and watches. Participants found wearing jewelry during an intramural event will not be permitted to play until it is removed.
- The final decision regarding Rec Sports policies will be determined by the supervisor on duty.
The Field, Players, and Equipment
- The field shall be a rectangle 100 yards by 40 yards, including two 10-yard . The length of the field shall be lined at 20-yard intervals from goal line to goal line. The 3 and 10 yard try for point lines shall be 1 yard wide.
- Seven players constitute a men's or women's team. A team may play with five (i.e., team must start at game time if five players are present). If fewer than five players are present after the ten period, the game will be declared a forfeit. If at anytime a team falls below the minimum number of players, the game will be declared a forfeit unless due to injury.
- A player's name must be on the printed score sheet and sign-in with the scorekeeper using their sandollar or GetApp to be eligible for play. Players added to the roster after are printed will be allowed to participate with proof of updated roster on IMLeagues.
- Shoes must be appropriate, athletic shoes. No boots, open toed shoes, or metal cleats, etc. will be allowed. Cleats must be made of nonabrasive rubber or rubber-type synthetic material, which does not chip or develop a cutting edge.
- The use of headgear, shoulder pads, body pads or any unyielding or dangerous equipment is prohibited. Players may wear a knit or stocking cap and use soft, pliable gloves if they desire. No baseball style caps, bucket hats, bandannas, etc. may be worn at any time.
- Jewelry of any kind is not allowed to be worn during intramural events. Jewelry includes but is not limited to, earrings, nose piercings, necklaces, wristbands/bracelets, and watches. Participants found wearing jewelry during an intramural event will not be permitted to play until it is removed.
- Tape or bandage on the hand, wrist, forearm, or any other part of the body is prohibited except to protect an injury. Under no circumstances will a player wearing a cast or splint be allowed to play. Braces with exposed metal parts must be covered.
- Each team must wear the same color jersey or shirt. If not, jerseys will be provided by the IM staff but may not always be clean. The jersey must be tucked in at all times or be at least 4 inches above the flag belt.
- Belt loops, pockets, exposed drawstrings, or untucked hoods on sweat tops are illegal.
- ANY PLAYER WITH ILLEGAL ATTIRE WILL NOT BE PERMITTED TO PLAY UNTIL PROPER EQUIPMENT REQUIREMENTS ARE MET.
- The flag belt must be free of all knots. Any player who tampers with their flag belt will be disqualified from the contest.
- The final decision regarding illegal equipment will be determined by the supervisor on duty.
- Rec Sports is not responsible for any broken, damaged, or lost personal equipment during intramural play.
The Toss and Options
- Prior to the start of the game, the referee shall toss a coin or play RPS. The winner of the toss will choose offense, defense, direction, or defer their pick to the second half. The opposing team will get to choose from the same options to begin the second half, unless the pick was deferred.
Timing, Periods, and PreSnap
- Gameplay will consist of two 20 minute halves with a 3 minute halftime. The game clock will continue to run until the final two minutes of each half. During this time, the clock will stop under all normal dead ball situations. The referee shall have discretion to reduce the length of half-time if conditions deem it necessary.
- MERCY RULE: The mercy rule will be in effect when a team is winning by 19 or more points with two minutes remaining in the game. The same rule applies if a team scores inside 2 minutes to meet the mercy rule.
- Each team will be permitted 3,one minute time-outs per game; two per half. If a timeout is not used in the first half it will not carryover to the second half.
- The referee may start or stop the game clock if either team is trying to conserve or consume playing time by using illegal or unfair tactics.
- The offense will have 25 seconds snap the ball after the official’s ready-for-play whistle.
- Teams are allowed unlimited substitutions during dead ball situations.
- All offensive players must be 10 yards in from the sideline prior to the snap.
Overtime
- Overtime will only be played during the playoffs. All games that result in a tie during the regular season will end in a tie.
- To begin the overtime period, team captains will determine the possession by a coin flip or RPS. Teams will alternate choices if additional overtime periods are necessary.
- All overtime drives will be played toward the same endzone.
- Each team will be given a series of downs from the 10-yard line. The goal line shall always be the line-to-gain in overtime.
- During a try, if the defense gains possession, the ball is dead and the series is over. The ball will be placed at the 10-yard line, and the defense will begin their series.
- If Team A scores, a try will be attempted. If the defense secures possession of the try, the try ends.
- Each team is entitled to only one time-out during the entire overtime.
- After a score, teams will attempt a one, two, or three point try.
- If both teams are still tied after the second overtime, all remaining extra point tries must be for two points.
Punting the Ball
- Punt Line-ups - The offensive is required to have one person on the line of scrimmage. Neither team may cross the scrimmage line until the ball is kicked. The receiving team may block the punt. No fake punts are allowed.
- Punting the Ball - The punter must be at least 2 yards behind the line of scrimmage when receiving the snap. After receiving the snap, the ball must be punted in one continuous motion. If the punter delays the kick, the referee will signal for delay of game resulting in a 5 yard penalty, reset the game clock to the previous playing time, and start the clock on the snap.
- Receiving the Punt - A player of the receiving team who is within the field of play, must be given fair and reasonable space to catch the punt. The protection terminates when the ball is touched by any player of the receiving team or the ground. Upon touching the ground, the ball is considered dead. If the punting team catches a muff, prior to the ball hitting the ground, the ball is dead and belongs to that team.
- When a punt breaks the plane of the receiving team’s goal line, it is dead and declared a touchback. The receiving team will take the ball out from the 14 yard-line.
- During a punt, if the receiving team fouls while the ball is in the air, the foul will be enforced where the kick was caught. If the ball enters the end zone, it will be enforced from the 14 yard-line.
Snapping, Passing, and Deflagging
- Teams will start their possession from the 14 yard-line to begin each half, following a try for point, safety, or touchback.
- Any player who receives the ball from snapper must be at least 2 yards behind the scrimmage line. The snapper shall pass the ball back from its position on the ground with a quick and continuous motion of the hand(s). The snapper may not snap the ball to himself/herself.
- The offense is only required to have the snapper on the line of scrimmage at the time of the snap. Only one person may be in motion at a time and may not be moving toward the opponent’s goal line at the time of the snap.
- The play is considered dead any time a live ball touches the ground; including fumbles. No advancement can be made by either team. A fumble going out of bounds without hitting the ground remains in possession of the fumbling team. A team may not intentionally fumble the ball forward to gain yardage.
- All offensive players are eligible to catch a forward pass. However, the passer may only catch his/her own forward pass after it has touched another player. Only one forward pass may be thrown per down. The offense is responsible for retrieving the ball after a down has ended. Officials are not responsible for retrieving the ball.
- A forward pass is a live ball thrown towards the opponent's goal line. A backward pass is a live ball thrown parallel or towards the passer's goal line. A backward pass hitting the ground is ruled dead at the point of contact.
- If a forward or backward pass is caught simultaneously by members of opposing teams, the ball is dead and belongs to the offense.
- A catch is established when a player possesses the ball with one foot in bounds prior to stepping out of bounds.
- It is illegal to attempt to steal/strip the ball in any player's possession. Once a player has obtained possession of the ball, his/her opponent must play for the flag, not the ball.
- Defensive players may not contact the passer anytime during or after the play. Rushers may try to deflect the ball, but may not contact the passer even if the ball is deflected. Penalty: 10 yards from the end of the play and automatic first down. If a turnover occurs, there will be no change of possession.
- Deflagging any player prior to a catch will result in pass interference.
- The player is considered down when the flag belt is removed. If the flag inadvertently falls to the ground, a one-hand tag between the shoulders and knees constitutes the runner being down. The runner is also down if any part of his body touches the ground other than his feet or hands.
- No players shall place their hand, arm, shoulder, shirt, or the ball over the flag or flag belt to place the opponent at a disadvantage when attempting to deflag the runner. Penalty: Flag guarding, 10 yards from the spot of the foul.
- The offense will receive a series of 4 downs to advance the ball to the next zone line to gain for a first down.
- The ball carrier may hand the ball forward at any time.
- If there is a defensive penalty during a successful touchdown or try, the penalty will be enforced from the spot of the next snap.
- The half will end if a loss of down foul is committed during the last play of a half.
Screening, Rushing, and Contact
- Contact that places either team at a disadvantage is illegal.
- An offensive player may screen a defensive player by maintaining a position in their path. The offensive player must remain still and give the defense adequate time to avoid them. No player may initiate contact with an extended arm, shoulder, hip, leg, knee, foot, etc. The concept of screening and rushing is similar to blocking and charging in basketball during most, but not all cases.
- Down field screens are allowed, but the player must be set. It is considered illegal blocking if the defense has to avoid a moving offensive player to reach the ball carrier.
SCORING
- Touchdown
- 6 points
- Safety
- 2 points
- Try for points
- 1 point from 3 yds.
- 2 points from 10 yds.
- 3 points from 20 yds.
- NOTE: The try ends when the defense secures possession.
- Touchdowns will be verified by an official deflagging the scoring player. If the flag does not come off and the official determines the flag belt has been illegally secured, the touchdown is disallowed, the player is disqualified, and it is a personal foul. Penalty - 10 yards from the previous spot and loss of down.
Miscellaneous
- There can only be a protest regarding a player’s eligibility or a rules interpretation. An official’s judgment call cannot be protested. Protests concerning eligibility must be made before, during, or immediately following the game. Protest concerning a rule interpretation must be made immediately following the play in question. The on duty supervisor’s decision is final. Only players of the offended team will be allowed to protest.
- Teams must have a win percentage of .300 AND an average sportsmanship rating of 3.0 to advance to playoffs.
- Accumulation of three unsportsmanlike penalties by the same team will constitute a forfeiture of the game.
Playoff Eligibility
- Teams must have a win percentage of .300
- Teams must have an average sportsmanship rating of 3.0 or higher
- Teams that win via forfeit will receive a 3 rating.
- Teams that lose via a forfeit will receive a 2 rating.
- Teams that lose via default will receive a 3 rating.
CoRec Modifications
- The Game – Each team will have eight players consisting of four men and four women. Teams with seven players shall be four men and three women or three men and four women while teams of six will have three men and three women.
- The Ball – The football can be no smaller than a size 8 (youth) ball.
- Minimum Line Players – The offensive team only needs one person on their scrimmage line at the snap.
- Male Runner –A male runner on offense cannot advance the ball through scrimmage line unless a legal forward pass is caught behind the scrimmage line.
- Male-to-Male Completion – During the offensive team’s possession, there may not be 2 consecutive legal forward pass completions from a male passer to a male receiver. This rule applies to the try. If a male passer completes a legal forward pass to a male receiver, the next legal forward pass completion must involve either a female passer or a female runner for positive yardage (“closed”).**Word differently. The spot where the ball becomes dead by rule must be beyond the scrimmage line. There are no other restrictions concerning a male passer completing legal forward passes to a female receiver, for female-to-female, or female to male. Any foul, whether accepted or declined, shall have no effect on whether the next legal forward pass completion is “open” or “closed.” If the crew of officials incorrectly indicates the open/closed status of a down, the play is nullified and the down will be repeated.
- Mercy Rule – If a team is 25 or more points ahead when the Referee announces the 2-minute warning for the second half, the game shall be over. If a team scores during the last 2 minutes of the second half that creates a point differential of 25 or more points, the game shall end at that point.
- Touchdown Value – If a female player passes, rushes, or receives a touchdown, the point value is 9.
PENALTIES
5 Yard Penalties:
- Failure to wear required equipment
- Illegal delay of game
- Unfair tactics
- Substitution rules infractions
- Putting the ball in play before declared ready by ref
- Exceeding 25 second play clock
- Moving before the ball is punted
- Illegal snap
- Interlocked legs on scrimmage line
- Interference with opponent’s ball
- Defensive encroachment
- False start
- Infraction of scrimmage formation
- Illegal motion
- Receiving snap within 2 yards of scrimmage line
- Offensive player within 10 yards of sideline
- Intentional fumble out of bounds*
- Helping advance the runner
- Illegal forward pass*
10 YARD PENALTIES:
- Quick kick/punt without declaring on fourth down
- Two or more consecutive encroachments
- Eligibility lost going out of bounds
- Unsportsmanlike conduct-includes coaches, players, or fans
- Steal, bat, or attempt to steal ball from runner
- Contact with opponent on ground
- Throwing runner to ground
- Diving for opponent’s flag and contact is made
- Unnecessary Hurdling
- Unnecessary contact of any nature
- Use body of teammate to loft oneself
- Tackle***
- Roughing the passer**
- Illegal offensive screen blocking
- Offensive/Defensive pass interference
- Illegal use of hands
- Guarding flag belt
- Stiff arm
- Holding
- Illegal participation
- Illegally secured flag belt by the offense***
- Illegally secured flag belt by the defense***
Team Captains and Player Eligibility
- Game clock will start at scheduled game time.
- A maximum grace period of 10 minutes will be granted to teams waiting on players. Every two minutes (up to ten) that a team does not have the minimum number of players to start, the opposing team will be granted one point.
- The game will result in a forfeit if a team cannot meet the minimum player requirement after the 10-minute grace period.
- A team will be assessed a forfeit fee of $10 if they forfeit a game. Teams will not be allowed to play until the fee is paid.
- A team with two "no call, no show" forfeits will be dropped from the league.
- Team captains are responsible for informing their teammates of all Intramural Sports policies and procedures.
- Only team captains or designated players may address an official regarding rule interpretations or to obtain essential information.
- Team captains are responsible for their team and fans behavior before, during, and after the game. Fan penalties will be awarded to the captain.
- Team captains are responsible for any equipment given to them, such as team jerseys and team balls. Team captains will be charged for missing or damaged items.
- Team rosters are frozen after the last game of the regular season.
- NO ID NO PLAY! All participants must present their Sandollar ID to the Intramural Supervisor on duty in order to be eligible for play.
- Presenting a false ID will result in a suspension of all participants involved. The offending team will lose their right to win the coin toss and be awarded an unsportsmanlike conduct. Usage of illegal or ineligible players will result in an automatic forfeit of that game.
- UNDER NO CIRCUMSTANCE IS ALCOHOL ALLOWED IN THE DUGAN WELLNESS CENTER UPD will be called if any fan or participant is in possession or under the influence of alcohol.
- Smoking is not allowed inside the Dugan Wellness Center. Smoking includes, but is not limited to cigarettes, e-cigs, vape machines, illegal substances, etc.
- Teams may wear their own jerseys. All jerseys must be of the same color and have numbers. Jerseys will be provided for each team if necessary. A shirt must be worn underneath the Intramural Sports jerseys (tank tops are allowed to be worn underneath the Intramural Sports jerseys).
- Shoes must be appropriate, athletic shoes. No boots, open toed shoes, or crocs will be allowed.
- Ball in and out of play: The ball is considered out of play when it completely crosses a goal line or touch line (on the ground or in the air). The ball is considered still in play after striking the goal post, cross bar, comer flag, or official if it ricochets back in play without crossing the goal line or touch line.
- Throw-In: A throw-in is taken in order to put the ball back into play after it has passed completely over the touch line either on the ground or in the air. The throw-in shall be taken by the opposing team of the player who touched the ball last before it went over the touch-line. The throw-in shall be taken within a yard of where the ball crossed the touch line. The thrower, at the moment of delivering the ball, must have both feet on the ground, on or behind the touch line, and throw the ball with two hands directly overhead. A goal may not be scored directly from a throw-in. The thrower shall not play the ball a second time before it has been touched by another player. If the ball fails to enter the field of play before it touches the ground, the ball is awarded to the opponent at the spot of the infraction.
- Goal Kick: A goal kick is taken by a member of the defending team when the ball passes completely over the goal line, either in the air or on the ground, having last been touched/played by a member of the attacking team. The ball can be placed anywhere within the goal area, but once the ball has been placed it may not be moved. The ball must leave the penalty box before it can be played again by any player. If the ball is played a second time before it leaves the penalty box, the kick will be retaken. A goal can be scored directly from a goal kick.
- Corner Kick: A comer kick is taken by a member of the attacking team when the ball passes completely over the goal line, either in the air or on the ground, having last been touched/played by a member of the defending team. The ball will be placed within the quarter circle at the nearest comer to the spot where the ball went out of play. Defenders must be at least 5 yards away from the comer arc, not the ball. A goal can be scored directly from a corner kick.
- Scoring: The ball must completely cross the goal line between the goal posts. A goal
- may be scored directly from a kick-off, corner kick, goal kick, or direct kick. A goal may NOT be scored directly from an indirect kick or throw-in.
- Offside: There are no offsides.
- Sliding: Slide tackling or sliding towards an opposing player is not allowed and will result in an automatic yellow card and a direct kick or penalty kick.
- Free kicks shall be classified as direct or indirect.
- All free kicks are taken from the spot of the foul.
- The defense must be at least 5 yards from the ball if requested by the offense.
- Any penalty warranting a direct kick in the goalie box will result in a penalty kick. Non contact penalties warranting an indirect kick in the goalie box will be taken from the spot.
- The goalkeeper may possess the ball with the hands as long as the ball stays within the 3 point arc for a maximum of 6 seconds.
- If the goal keeper keeps possession longer than the allotted 6 seconds a penalty kick will be taken from the top of the 3 pt. arc.
- Any collision with the goalkeeper will be an automatic DIRECT FREE KICK for the defending team.
- Yellow or Red card may be issued, this will be determined by the officials.
- If the goal keeper handles the ball outside the goalkeeper's box (3 pt. arc), an indirect kick shall be awarded to the opposing team from the closest spot of the infraction on the 3 pt. arc.
- Sliding by the goal keeper must be done with the body first and the movement must be left to right and not towards a player.
- Any contact from the goal keeper to another player will result in an appropriate action and a penalty kick.
- If the goal keeper slides with their head and hands first a yellow card will be given along with a penalty kick.
- The goal keeper may not drop kick or punt the ball after playing it with his/her hands.
- Goal keeper must roll the ball back into play or place the ball down and use his feet. The ball should not be thrown over hand.
- Violation will result in an indirect kick at from the closest area to the infraction.
- A goalie is unable to use his/her hands when a teammate passes the ball back to them.
- If this occurs an indirect free kick will take place from the spot of the foul.
- Teams of 5 must be made up of some combination containing:
- 3 women and 2 men
- 2 men and 3 women
- The goalie must be the third participant of either gender
- Teams of 4 must be made up of:
- 2 women and 2 men
- The goalkeeper may be of either gender. If a penalty kick is awarded, the goalkeeper who was in the goal at the time of the infraction must remain in the goal for the penalty kick.
- All goals will count as one point.
- A player of either sex may take a penalty kick regardless of who was fouled.
- Participants may only substitute for a player of the same gender; male for male, female for female with the exception being the 5th player.
- If overtime occurs and penalty kicks are needed, teams may choose to start with either a male or female kicker. The kicking order must alternate sexes.
- Teams will only be eligible for post-season play if they have an average sprotsmanship rating of 3 or higher
Team Captains and Player Eligibility
- Game clock will start at scheduled game time.
- Teams unable to make their scheduled game should complete an online Default Form. This form can be found on the Rec Sports website and onIMLeagues.
- A maximum grace period of 10 minutes will be granted to teams waiting on players. Every two minutes (up to ten) that a team does not have the minimum number of players to start, the opposing team will be granted one point.
- The game will result in a forfeit if a team cannot meet the minimum player requirement after the 10-minute grace period.
- A team will be assessed a forfeit fee of $10 if they forfeit a game. The team captain will not be able to participate in future intramural events until the fee is paid.
- A team with two “no call, no show” forfeits will be dropped from the league.
- Team captains are responsible for informing their teammates of all Intramural Sports policies and procedures.
- Only team captains or designated players may address an official regarding rule interpretations or to obtain essential information.
- Team captains are responsible for their team and fans behavior before, during, and after the game. Fan penalties will be awarded to the captain.
- Team captains are responsible for any equipment given to them, such as team jerseys and team balls. Team captains will be charged for missing or damaged items.
- Team rosters are frozen after the last game of the regular season.
- NO ID NO PLAY! All participants must present their Sandollar ID or use the GetApp to the Intramural Supervisor on duty in order to be eligible for play.
- Presenting a false ID will result in a suspension of all participants involved. The offending team will lose their right to win the coin toss and be awarded an unsportsmanlike conduct. Usage of illegal or ineligible players will result in an automatic forfeit of that game.
- UNDER NO CIRCUMSTANCE IS ALCOHOL ALLOWED ON IM FIELDS. UPD will be called if any fan or participant is in possession or under the influence of alcohol.
- Smoking is not allowed inside the perimeter of Momentum Fields. Smoking includes, but is not limited to cigarettes, e-cigs, vape machines, illegal substances, etc.
- Jewelry of any kind is not allowed to be worn during intramural events. Jewelry includes but is not limited to, earrings, nose piercings, necklaces, wristbands/bracelets, and watches. Participants found wearing jewelry during an intramural event will not be permitted to play until it is removed.
- The final decision regarding Rec Sports policies will be determined by the supervisor on duty.
Captain’s Meeting and Game Time
- Captains will play RPS to determine to start each match. The winner will get the option to choose which way they wish to defend or if they would like the ball first.
- The game will be two, 20-minute halves with a running clock and 3-minute half time.
- Clock will stop ONLY in the last 2 minutes of the second half for: made goals, injuries, or lost balls, official’s discretion.
- If for any reason a game must be canceled after the start of the second half, the current game score will be final.
- All defenders must be on their half and beyond the center circle at kickoff. All kickoffs will be blown into play by an official. The ball may be played in any direction.
Number of Players & Substitutions
- Each team will consist of seven players.
- Teams must start a game if five players are present. A team will not be allowed to continue play if they drop below the minimum number of players required unless caused by injury and there is a chance for them to win.
- Teams are allowed unlimited substitutions but may only sub during a throw-in by the same team, before a goal kick, after a goal is scored, during halftime, for a player who is injured, or a player who received a yellow card. All participants must wait to be whistled into play by the official.
Rules of the Game
- The ball is considered out of play when it completely crosses a goal line or touch line (on the ground or in the air).
- Mercy Rule – If a team is up by 5 goals, in the last 2 minutes of the second half, the game will be called due to mercy rule.
- The ball is considered still in play after striking the goal post, cross bar, corner flag, or official if it ricochets back in play without crossing the goal line or touch line.
- A throw-in will be taken to put the ball back in play after it has gone out of play. The team who did not touch the ball last will administer the throw-in within a yard of where the ball left play.
- The thrower,at the moment of delivering the ball, must have both feet on the ground, on or behind the touch line, and throw the ball with two hands directly overhead.
- A goal may not be scored directly from a throw-in and the thrower cannot be the first player to touch the ball after it enters the field of play. The ball will be awarded to the opponent if it fails to enter the field of play.
- A goal kick is taken by a member of the defending team when the ball passes completely over the goal line, either in the air or on the ground, having last been touched/played by a member of the attacking team.
- During a goal kick, the ball can be placed anywhere within the goal area. The ball must leave the penalty box before it can be played again by any player. If the ball is played a second time before it leaves the penalty box, the kick will be retaken.
- A corner kick is taken by a member of the attacking team when the ball passes completely over the goal line, either in the air or on the ground, having last been touched/played by a member of the defending team.
- During a corner kick, the ball will be placed within the quarter circle at the nearest corner to the spot where the ball went out of play. Defenders must be at least 10 yards away from the corner arc, not the ball.
- To score a goal, the ball must completely cross the goal line between the goal posts
- A goal may be scored directly from a kick-off, corner kick, goal kick, or direct kick.
- A goal may NOT be scored directly from an indirect kick or throw-in.
- Sliding of any kind in the direction of another player will result in an automatic yellow card and a direct kick or penalty kick.
- There are no offsides.
- Drop balls are used to restart a play that occurs due to a suspended play due to injury or situation where neither team has clear possession of the ball. The ball should be dropped by the referee and must touch the ground before being played by the two opponents.
Free Kicks (Direct and Indirect)
- Free kicks shall be classified as direct or indirect.
- All free kicks are taken from the spot of the foul.
- The defense must be at least 10 yards from the ball if requested by the offense.
- Any penalty warranting a direct kick in the goalie box will result in a penalty kick. Non-contact penalties warranting an indirect kick in the goalie box will be taken from the spot.
Direct Kick
- A free kick awarded to a team as the result of a foul by an opposing player and from which a goal can be scored directly, without the ball being touched by another player
- Direct free kicks can be awarded for (but are not limited to) the following:
- Dangerous/Violent play.
- Intentionally handling the ball by players other than the goalkeeper.
- Pushing an opponent with hands or arms extended from the body.
- Holding or placing hands on an opponent in an attempt to reach the ball.
- High kicks performed by a player that resulted in contact being made with a player on the opposing team.
Indirect Kick
- A free kick awarded to a team as the result of a foul by an opposing player and from which a goal cannot be scored directly. The ball must be touched by another player before a goal can be scored.
- If the ball is not first touched by another player before passing through the goal, a goal kick will be awarded to the opposing team.
- Indirect free kicks can be awarded for (but are not limited to) the following:
- Charging the goalie or not allowing the goalie to move when in possession of the ball.
- Interfering with an opponent’s movement that is not in possession of the ball.
- Unsportsmanlike conduct.
- The goal keeper taking more than six seconds to release the ball.
- High kicks performed by a player without contact occurring
- Goal keeper: takes more than 6 seconds to release the ball, releases the ball and then picks up again, or goal keeper handles the ball after deliberate kick back or throw-in from a teammate.
- Player kicks or attempts to kick the ball while in possession of the goal keeper.
Yellow and Red Cards:
- A player or fan can be given a yellow card for:
- Entering or leaving the field of play without permission of a game official
- Persistent infringement of any of the rules of the game
- Objecting by word of mouth or action to any decision given by an official
- Excessive use of vulgar or profane language
- Unsportsmanlike conduct, including, but not limited to:
- Unnecessary delay (kicking, throwing the ball away before restarts)
- Excessive celebration
- Deliberate verbal tactics
- Deliberate handball to stop an attack
- Deliberate tactical foul
- Faking an injury
- Sliding of any kind in the direction of another player will result in an automatic yellow card and a direct kick or penalty kick.
- A player or fan will receive a red card and be disqualified for:
- Taunting
- Slide tackling
- Exhibiting violent conduct.
- Committing serious/dangerous foul play.
- Spitting at another person.
- Using insulting, offensive, or abusive language.
- Receiving a second yellow card in the same game.
- A player who receives a yellow card must sit-out two full possessions before reentering the game. Another player will be allowed to sub in during the two possessions.
- Any player who receives a red card is automatically disqualified from the game. This player’s team is now required to play one player down.
- Any team that receives three yellow cards or two red cards in one game will automatically forfeit the remainder of the game.
Overtime
- During the regular season, if the score is tied at the end of regulation, the game will remain tied and no overtime will be played.
- During the playoffs, a five minute golden goal overtime period will be played. A coin flip or RPS will designate possession and side to defend.
- If the score is still tied after the overtime period, the team may select 7 players to shoot penalty kicks. The goalkeeper may be included in the seven.
- A coin flip or RPS will decide who gets to kick first or last.
- The first three kickers from each team will take penalty shots. If the score remains tied the remaining kickers will take SUDDEN DEATH penalty shots in alternating order.
- The shooting order must remain the same throughout the penalty kicks.
- The goalkeeper on the field at the end of regulation must remain in goal for all penalty kicks unless he/she becomes injured.
- Only players who have participated in the game will be eligible to participate in the penalty kick procedure.
- If the score remains tied after 7 kicks, the teams will continue the kicking order following the SUDDEN DEATH procedure until a winner is declared.
Co-Rec Rule Modifications:
- Teams of 7 must use a combination containing:
- 4 women and 3 men
- 4 men and 3 women
- Teams of 6 must be made up of:
- 3 women and 3 men
- The goalkeeper may be of either gender. If a penalty kick is awarded, the goalkeeper who was in the goal at the time of the infraction must remain in the goal for the penalty kick.
- All goals will count as one point.
- A player of either sex may take a penalty kick regardless of who was fouled.
- Participants may only substitute for a player of the same gender; male for male, female for female.
- If overtime occurs and penalty kicks are needed, teams may choose to start with either a male or female kicker. The kicking order must alternate sexes.
Playoff Eligibility
- Teams must have a win percentage of .300
- Teams must have an average sportsmanship rating of 3.0 or higher
- Teams that win via forfeit will receive a 3 rating.
- Teams that lose via a forfeit will receive a 2 rating.
- Teams that lose via default will receive a 3 rating.
Protest
- There can only be a protest regarding a player’s eligibility or a rules interpretation. An official’s judgment call cannot be protested. Protests concerning eligibility must be made before, during, or immediately following the game. Protest concerning a rule interpretation must be made immediately following the play in question. The on-duty supervisor’s decision is final. Only players of the offended team will be allowed to protest.
Weather Cancellations:
- Team captains will be notified by either phone, e-mail, social media accounts or IM Leagues of game cancellations. On-site supervisors will be responsible for game time, weather/field condition related decisions.
Team Captains and Player Eligibility
- Game clock will start at scheduled game time.
- A maximum grace period of 10 minutes will be granted to teams waiting on players. Every minute (up to ten) that a team does not have the minimum number of players to start, the opposing team will be granted one point.
- The game will result in a forfeit if a team cannot meet the minimum player requirement after the 10-minute grace period.
- A team will be assessed a forfeit fee of $10 if they forfeit a game. Team captains will be allowed to finish the current sport he or she is participating in but will not be allowed to compete in future intramural events until the fee is paid in full. A team with two “no call, no show” forfeits will be dropped from the league.
- Team captains are responsible for informing their teammates of all Intramural Sports policies and procedures.
- Only team captains or designated players may address an official regarding rule interpretations or to obtain essential information.
- Team captains are responsible for their team and fans behavior before, during, and after the game. Fan penalties will be awarded to the captain.
- Team captains are responsible for any equipment given to them, such as team jerseys and team balls. Team captains will be charged for missing or damaged items.
- Team rosters are frozen after the last game of the regular season.
- NO ID NO PLAY! All participants must present their Sandollar ID or use the GetApp to check in and participate, to the Intramural Supervisor on duty to be eligible for play.
- Presenting a false ID will result in a suspension of all participants involved. The offending team will lose their right to win the coin toss and be awarded an unsportsmanlike conduct. Usage of illegal or ineligible players will result in an automatic forfeit of that game.
- UNDER NO CIRCUMSTANCE IS ALCOHOL ALLOWED IN THE REC CENTER. UPD will be called if any fan or participant is in possession or under the influence of alcohol.
- Smoking is not allowed inside the perimeter of Dugan Wellness Center. Smoking includes, but is not limited to cigarettes, e-cigs, vape machines, illegal substances, etc.
Equipment
- The net height for each division will be as follows:
- Women – 7’ 4”
- Men – 8’
- CoRec – 7’ 8”
- No Jewelry, hats, caps or bandanas. Participants may not cover up jewelry with tape, Band-Aids or other such items, choosing to play with jewelry can result in an ejection from the competition.
- No casts or splints (hard or soft) are permitted; however, knee braces are permitted.
- Teams may wear their own jerseys.
- Shoes must be appropriate, athletic shoes. No boots, open toed shoes, or crocs will be allowed.
The Game
- Games will be a best of three series. The first two matches will be rally scoring to 25 points. If a third match is necessary, it will be played to 15 points. All matches are win by two with a point cap of 30 and 20, respectively.
- Each team will start with 6 players on the court; however, they will be permitted to begin with 4.
- Service will be decided by a coin flip at the captain’s meeting prior to the start of the game.
- Each team is permitted one timeout per match.
Service & Rally
- A rally begins when the server contacts the ball and ends when the ball is out of play or makes contact with the opponents side of the court. A rally is completed when a point is awarded to either team.
- If the serving team wins a rally, they score a point and continue to serve. If the receiving team wins a rally, they score a point and gain the right to serve; players must rotate one position clockwise before serving. Intentional failure to do so will result in a point and service turnover for the opposing team
- Teams must serve in the order they are positioned on the court.
- A server may only hit the ball with one hand and may not step on the service line prior to contact with the ball.
- A server is allowed 8 seconds to serve the ball after the referee authorizes the serve.
Scoring
- A team scores a point when:
- The ball contacts the opponent’s court
- The opposing team commits a fault
- The opposing team is assessed a penalty
- An opposing team member is disqualified
Faults
- A foot fault occurs when the server steps on or over the line bounding the serving area during the act of serving. Part or all of server's body may be in the air over the lines.
- The use of the palms to play a ball should be cited as a lift and play should be disallowed. Catching, throwing, or prolonged contact with the ball is also considered a lift.
- Blocking a ball, which is entirely on the opponent’s side of the net, is permitted when the opposing team has had an opportunity to complete their attack. The attack is considered complete when:
- The attacking team has had the opportunity to spike the ball or, intentionally direct the ball into the opponent's court. This will be the judgment call for the official and cannot be protested.
- The attacking team has completed their 3 allowable hits.
- The ball is falling near the net and, in the official's judgment, no member of the attacking team could reasonably make a play on the ball
- A back-row player must make contact with the ball, if attacking, before the 10-foot line, failure to do so will result in a point awarded to the opposing team as well as a turnover.
- A ball illegally contacted more than once by a player is considered a double hit and a fault.
- Participants are not allowed to touch the net during game play.
- Players may step on the center court line, but they may not completely cross it.
Points of Interest
- Reaching over the net is permitted during:
- A fake hit.
- The follow-through on a hit made on the player's own side.
- An attempt to hit.
- A block or attempt to block.
- If only one player is attempting to block and in doing so contacts the ball, he/she is permitted to contact it a second time.
- A player may only touch the ball multiple times in one play if:
- A player attempts to block a spike, the ball touches one part of the players body, they are aloud to touch the ball again, this will be considered the 1st touch of the total 3.
- A ball touching a boundary line is considered in bounds.
- If the ball is contacted by two players simultaneously, it counts as one hit and either player may make the next hit.
- If two or more players from opposing teams hit the ball simultaneously, it shall NOT count as one of the three hits.
- If a ball is driven into the net with such force it causes the net to contact a player on the opposing team, no foul shall be called, and the ball shall continue to be in play.
- A double foul shall be called when players on opposing teams commit a rules infraction at the same instant. In case of a double foul, the point shall be replayed.
- If a team is playing with four players, there must always be two front row and two back row players. If a team is playing with five players there are three front row players and two back row players.
- The use of any body part is legal and may be considered as one of the three hits. (Ex) head, foot, arms, leg, hands are all legal to use during game play.
Unsportsmanlike conduct
- Includes actions which are unbecoming to an ethical, fair, and honorable individual. It consists of acts of deceit, disrespect or vulgarity and includes taunting. It includes:
- Unsportsmanlike Conduct Violations
- Warning: For a first minor offense, a yellow card is administered by the referee at the first dead ball. The warning shall be recorded on the score sheet. No penalty is assessed.
- Penalty: For a second minor offense by a team or for a single serious offense a red card is administered at the first dead ball. A point/side-out is awarded the opponent, and the penalty is recorded on the score sheet.
- Disqualification: For a second minor offense by same player or a single serious offense a red card is administered at the first dead ball, a point/side-out is awarded the opponent, the player is ejected and the penalty recorded on the scorecard.
- Forfeit: If a disqualified individual violates the conduct rule following ejection, the offender's team shall forfeit the match.
- Misconduct by those members on the bench when officials cannot determine specific offender(s): warning/penalty is issued to team manager or captain.
- If an intramural participant is ejected from any intramural contest, they are immediately ineligible for further competition, in any facility or intramural activity, until they are cleared by the Coordinator of Intramural Sports or his/her designee.
- Playoff Eligibility: Teams must earn an average of a ‘3’ sportsmanship rating during regular season
Co-Rec Modifications
- Net: The net height will be set between men’s and women’s height at 7’8”.
- Participants: 3 men and 3 women shall be placed in alternate positions on the floor. A team may begin with 4 players. Front and back row players must be designated to the officials when less than 6 players are used. If disqualification reduces the number to fewer than 4, the game shall be defaulted. Ratios must be equal. 3 and 3 with 6 players, 3 and 2 with 5 players, and 2 and 2 with 4 players.
- Gameplay: If a ball is played by more than one player on a team, a female must also make a contact with the ball, before going over the net.
- Back row players cannot participate in blocking or attacking past the 10-foot line. If a back-row player wishes to attack the ball, it must be done prior to the 10 foot line. Meaning the player must jump before the 10-foot line and is allowed to make contact with the ball at any time in the air and land anywhere after the 10 foot line.
- Substitutes: Men must substitute in for men and women for women. The actual substitution shall be made only during a dead ball and without delay.
Playoff Eligibility
- Teams will only be eligible for post-season play if they earn an average sportsmanship rating of 3 or higher
- Teams that win via forfeit will receive a 3 rating.
- Teams that lose via a forfeit will receive a 2 rating.
- Teams that lose via default will receive a 3 rating.
- Please contact the Competitive Sports Coordinator with any questions regarding sportsmanship ratings.
Protest
- There can only be a protest regarding a player’s eligibility or a rules interpretation. An official’s judgment call cannot be protested. Protests concerning eligibility must be made before, during, or immediately following the game. Protests concerning a rule interpretation must be made immediately following the play in question. Only players of the offended team will be allowed to protest.
Team Captains and Player Eligibility
- The game will result in a forfeit if a team cannot meet the minimum player requirement after a 5-minute grace period.
- A team will be assessed a forfeit fee of $10 if they forfeit a game. Teams will not be allowed to play until the fee is paid.
- Team captains are responsible for informing their teammates of all Intramural Sports policies and procedures.
- Only team captains or designated players may address an official regarding rule interpretations or to obtain essential information.
- Team captains are responsible for their team and fans behavior before, during, and after the game. Fan penalties will be awarded to the captain.
- Team captains are responsible for any equipment given to them, such as team jerseys and team balls. Team captains will be charged for missing or damaged items.
- NO ID NO PLAY! All participants must present their Sandollar ID to the Intramural Supervisor on duty in order to be eligible for play.
- Presenting a false ID will result in a suspension of all participants involved. The offending team will lose their right to win the coin toss and be awarded an unsportsmanlike conduct. Usage of illegal or ineligible players will result in an automatic forfeit of that game.
- UNDER NO CIRCUMSTANCE IS ALCOHOL ALLOWED ON IN DUGAN WELLNESS CENTER. UPD will be called if any fan or participant is in possession or under the influence of alcohol.
- Smoking is not allowed inside the Dugan Wellness Center. Smoking includes, but is not limited to cigarettes, e-cigs, vape machines, illegal substances, etc.
Court, Boundaries, & Equipment
- Games will be played on the volleyball courts in the Dugan Wellness Center.
- The court will have a center line and two clear lines; one on each half.
- During play, all players must remain within the boundary lines of the court. Players may only leave through their end-line to retrieve stray balls. They must also return through their end-line.
- Six dodge balls will be placed at mid court to begin match. Any intentionally damaged equipment will be charged to the player or team captain and that player will be ejected.
- Shoes must be appropriate, athletic shoes. No boots, open toed shoes, or crocs will be allowed.
- The use of headgear, jewelry or any unyielding or dangerous equipment is prohibited. No baseball style caps or bandannas may be worn at any time.
- Tape or bandage on the hand, wrist, forearm, or any other part of the body is prohibited except to protect an injury. Under no circumstances will a player wearing a cast or splint be allowed to play. Braces with exposed metal parts must be covered.
- Belt loops, pockets, exposed drawstrings, or untucked hoods on sweat shirts are illegal.
Team Size
- Each team is allowed six players on the court at a time. Extra players may wait by the end-line in the order they wish to enter the game when permitted.
- CoRecteams must have 3 men and 3 women
- The minimum number of players allowed to start a game is 4.
- Co-Rec. teams must start all games with no more than one gender more than the other: 3 males and 2 females, 2 males and 3 females, etc.
- All players must present either a valid SandDollar to Intramural Staff to be eligible to play.
Game Play
- Games will be a best of five series. The first team to reach 3 match wins will win the game. Each match will end when one team is eliminated, or after 5 minutes. The team with the most players as time expires will be declared the winner.
- With two minutes remaining, players may advance to their opponent’s clear line to throw a ball.
- If a match ends in a tie, then a Sudden Death overtime begins as time expires. In overtime the first team to legally eliminate a player will be declared the winner. At this time, players may move anywhere within the court.
- The object of the game is to eliminate all opposing players by getting them out.
- An OUT is scored by:
- Hitting a player with a live thrown ball below the shoulders. Note: A player who is hit in the head and did not duck into the ball, is not out. The thrower is out. If the player hit in the head ducks into the ball, he/she is out. No consequence for the thrower. This will be a judgment call by the official.
- Catching a live thrown ball by your opponent. Note: The team that caught the ball returns an eliminated player to their team. Players return to the game in the order that they were eliminated.
- If a thrown ball is deflected and then caught before it hits the ground, the thrower is out. However, a player hit by a deflected ball is not out.
- Causing an opponent to drop a held ball as a result of contact by a thrown live ball (usually occurs when a ball is being used to block a thrown ball)
- A ball rebounding off a “catch” attempt may be caught before touching the floor, wall or backboard by any in bounds player on the “hit” player’s team. Result: The thrower is out.
- Players will be declared out on their own accord if:
- Any part of their body contacts the playing surface on or over sideline.
- They enter or re-enter the field through the sideline.
- They leave the playing area to avoid being hit by or attempt to catch a ball.
- They have any part of their body cross the centerline and contact the ground on their opponents’ side of the court.
- A ball rebounding off a wall, backboard, etc. and caught or hitting a player does not eliminate that player.
- A player hit, a ball caught, or a ball thrown outside the boundaries of the court does not count as an out.
- Eliminated players will form a line on their side of the court next to the end line. These players must remain in the order that they were eliminated with the first person eliminated closest to the end line. Every time a ball is “caught” the eliminated players from that team can re-enter the game in order.
Beginning the Game
- The game begins by placing six dodge balls along the centerline
- Players take position behind their end line.
- Following the signal by the official, teams may approach the centerline to retrieve balls.
- Every ball retrieved at the opening rush must first be taken or passed beyond the clear line and into the team’s back court before it may be legally thrown at an opponent.
Stalling and 5-second Violation
- A team trailing during a game must be given the opportunity to eliminate an opposing player. This requires that the trailing team must have a ball at their disposal.
- It is illegal for the leading team to control all the balls for more than 5 seconds. If the leading team controls all the balls they must get at least one ball across the attack line and into the opponent’s back court. If this is not done within 5 sec., a 5-sec. Violation will be called.
- First Violation: Stoppage of play and the balls will be divided evenly between teams. Play will continue with “Balls in hand.”
- Second Violation: One player from the offending team will be “out”, at the choice of the opposing team.
Unsportsmanlike Conduct
- Minor Penalty: As a result of a player in violation of unsportsmanlike behavior he/she will be removed from the game. If the player committing the penalty is already “out” then the team will be penalized by removing one additional player who is chosen by the opponents. (i.e.slamming a ball, using vulgar language, taunting, delay of game…etc.)
- Major Penalty: Any player demonstrating severe unsportsmanlike behavior such as but not limited to verbal or physical abuse of officials, participants, or spectators will be ejected from the gym and not permitted to play in the team’s remaining games.
Team Captains and Player Eligibility
- Game clock will start at scheduled game time.
- A maximum grace period of 10 minutes will be granted. The team with appropriate number of players signed in will be awarded one point for every minute the opposing team does not meet the minimum number of players to start.
- The game will result in a forfeit after the 10-minutes have expired.
- Two “no call no” show forfeits will result in a team being dropped from the league.
- Team captains are responsible for informing their teammates of all Intramural Sports policies and procedures.
- Only team captains or designated players may address an official regarding rule interpretations or to obtain essential information.
- Team captains are responsible for their team and fans behavior before, during, and after the game. Fan penalties will be awarded to the captain.
- Team captains are responsible for any equipment given to them, such as team jerseys and team balls. Team captains will be charged for missing or damaged items.
- Team rosters are frozen after the last game of the regular season.
- NO ID NO PLAY! All participants must present their Sandollar ID or use the GetApp to the Intramural Supervisor on duty in order to be eligible for play.
- Presenting a false ID will result in a suspension of all participants involved. The offending team will lose their right to win the coin toss and be awarded an unsportsmanlike conduct. Usage of illegal or ineligible players will result in an automatic forfeit of that game.
- UNDER NO CIRCUMSTANCE IS ALCOHOL ALLOWED ON IN DUGAN WELLNESS CENTER. UPD will be called if any fan or participant is in possession or under the influence of alcohol.
- Smoking is not allowed inside the Dugan Wellness Center. Smoking includes, but is not limited to cigarettes, e-cigs, vape machines, illegal substances, etc.
- Jewelry of any kind is not allowed to be worn during intramural events. Jewelry includes but is not limited to, earrings, nose piercings, necklaces, wristbands/bracelets, and watches. Participants found wearing jewelry during an intramural event will not be permitted to play until it is removed.
The Field, Players, and Equipment
- The field measures 60 yards in length and 30 yards in width, including two 10-yard end zones. The field will have one 20-yard zone line marking the middle of the field.
- The game will be two, 20-minute halves with a running clock and a 3-minute half time.
- A team must have a minimum of three players to start a game with a maximum of four players on the playing field at a time. The game will end if a team falls below the minimum number of players required to play unless of injury AND the team has a chance of winning.
- The ball will be placed at the 10- yard line to begin each half, following a try, safety, or touchback.
- The clock will stop during all dead ball situations the last two minutes of the second half. A player's name must be on the printed score sheet and sign-in with the scorekeeper using their sandollar or GetApp to be eligible for play. Players added to the roster after score sheets are printed will be allowed to participate with proof of updated roster on IMLeagues.
- Shoes must be appropriate, athletic shoes. No boots, open toed shoes, or metal cleats, etc. will be allowed. Cleats must be made of nonabrasive rubber or rubber-type synthetic material, which does not chip or develop a cutting edge.
- The use of headgear, shoulder pads, body pads or any unyielding or dangerous equipment is prohibited. Players may wear a knit or stocking cap and use soft, pliable gloves if they desire. No baseball style caps, bucket hats, bandannas, etc. may be worn at any time.
- Jewelry of any kind is not allowed to be worn during intramural events. Jewelry includes but is not limited to, earrings, nose piercings, necklaces, wristbands/bracelets, and watches. Participants found wearing jewelry during an intramural event will not be permitted to play until it is removed.
- Tape or bandage on the hand, wrist, forearm, or any other part of the body is prohibited except to protect an injury. Under no circumstances will a player wearing a cast or splint be allowed to play. Braces with exposed metal parts must be covered.
- Each team must wear the same color jersey or shirt. If not, jerseys will be provided by the IM staff but may not always be clean. The jersey must be tucked in at all times or be at least 4 inches above the flag belt.
- Belt loops, pockets, exposed drawstrings, or untucked hoods on sweat tops are illegal.
- ANY PLAYER WITH ILLEGAL ATTIRE WILL NOT BE PERMITTED TO PLAY UNTIL PROPER EQUIPMENT REQUIREMENTS ARE MET.
- The flag belt must be free of all knots. Any player who tampers with their flag belt will be disqualified from the contest.
- The final decision regarding illegal equipment will be determined by the supervisor on duty.
- Rec Sports is not responsible for any broken, damaged, or lost personal equipment during intramural play.
Playing the Game
- Teams are allowed 4 downs to advance the ball to midfield or to the end zone. If they make it to midfield, the offense is awarded 4 more downs to score.
- Punting is not allowed. A team has the option of going for it on 4th down or allowing the opposing team to have the ball on their own 10-yard line. If a team fails to convert on 4th down, the defense will gain possession from the spot of the ball.
- NO RUNNING PLAYS. Offensive players cannot advance the ball through the line of scrimmage without a legal forward pass.
- Defensive players may only rush the QB if they start 5 yards behind the line of scrimmage (Official will place marker for defense to start at). Players that do not start behind the line of scrimmage may defend at the line of scrimmage.
- The quarterback will have 10 seconds to pass the ball. Failure to pass the ball will result in the end of the play and loss of down. The next down will start from the previous spot (like an incomplete pass).
- Turnovers can be advanced by the opposing team.
- The play will end when the defending team pulls the runner’s flag. A one-hand touch rule will be applied if the runner loses the flag without being pulled by the defending team. The ball is declared dead if at any point the ball touches the ground and the fumbling team will maintain possession of the ball.
- Following a touchdown, the scoring team will attempt to an extra point.One point attempts will begin on the 3-yard line, two point attempts will being on the 10-yard line, and three point attempts will begin on the 20-yard line. Intercepted passes on a try will result in a dead ball.
- Teams are allowed three timeouts per game, but only two per half. Unused timeouts do not carry over. Teams are allowed one timeout for overtime.
CoRec Modifications
- The game shall be played between 2 teams of 4 players, 2 men and 2 women max. Teams will be able to start with 3 players as long as both genders are represented.
- Male-To-Male Completion- During the offensive team’s possession, there may not be 2 consecutive legal forward pass completions from a male passer to a male receiver. This rule also includes the try attempt. If a male passer completes a forward pass to a male receiver, the next legal forward pass completion must involve either a female passer or female receiver BEYOND the scrimmage line. Male-to- female or female-to-female pass plays will keep the status of the next down “open” until the play is a male-to-male.
- Female touchdowns are worth 9 points. Try attempts are same value no matter if male or female scores.
- All Texas A&M- Corpus Christi 4V4 Flag Football Rules apply.
Penalties
Pre-Snap Penalties
All pre-snap penalties will be blown dead. NO FREE PLAYS.
- False Start- 5 Yard Penalty
- Illegal Snap/ Motion/ Substitution/ # of players- 5 Yard Penalty
- Encroachment- 5 Yard Penalty
- Leaving the Field- 5 Yard Penalty
- Delay of Game- 5 Yard Penalty
Spot Foul Penalties
All spot foul penalties will result in replaying the down.
- Flag Guarding- 5 Yard Penalty
- Defensive/ Illegal Contact- 5 Yard Penalty
- Illegal Blocking Downfield- 5 Yard Penalty
- Hurdling- 5 Yard Penalty
Loss of Down Penalties
All loss of down penalties will result in a loss of the previous down played.
- Illegal Forward Pass- 5 Yard Penalty
- Offensive Unsportsmanlike Conduct- 5 Yard Penalty
- Offensive Pass Interference- 5 Yard Penalty
- Illegal Offensive Rush- 5 Yard Penalty
- Quarterback Fail to Release Ball in 10 Seconds- Previous spot; Loss of Down
Succeeding Spot Penalties
All succeeding spot penalties will result in an automatic first down.
- Defensive Unsportsmanlike Conduct- 5 Yard Penalty from the end of previous play
- Roughing the Passer- 5 Yard Penalty from the end of the previous play
Other Penalties
- Defense Illegally Rushes QB- 5 Yard Penalty; Replay down
- Defensive Pass Interference- 5 Yard Penalty; Automatic First Down
- Offensive Pass Interference- 5 Yard Penalty
Playoff Eligibility
- Teams will only be eligible for post-season play if they earn an average sportsmanship rating of 3 or higher
- Teams that win via forfeit or default will receive a 3 rating.
- Teams that lose via a forfeit will receive a 2 rating.
- Teams that lose via default will receive a 3 rating.
- Please contact the Competitive Sports Coordinator with any questions regarding sportsmanship ratings.
Protest
- A participant may protest the misinterpretation or application of rules as well as player eligibility. Players are not allowed to protest official’s judgment calls. Please refer to the participant handbook for protest procedures.
Team Captains and Player Eligibility
- Game clock will start at scheduled game time.
- A maximum grace period of 10 minutes will be granted to teams waiting on players. Every minute (up to ten) that a team does not have the minimum number of players to start, the opposing team will be granted one point.
- The game will result in a forfeit if a team cannot meet the minimum player requirement after the 10-minute grace period.
- A team will be assessed a forfeit fee of $5 if they forfeit a game. Team captains will be allowed to finish the current sport he or she is participating in but will not be allowed to compete in future intramural events until the fee is paid in full. A team with two “no call, no show” forfeits will be dropped from the league.
- Team captains are responsible for informing their teammates of all Intramural Sports policies and procedures.
- Only team captains or designated players may address an official regarding rule interpretations or to obtain essential information.
- Team captains are responsible for their team and fans behavior before, during, and after the game. Fan penalties will be awarded to the captain.
- Team captains are responsible for any equipment given to them, such as team jerseys and team balls. Team captains will be charged for missing or damaged items.
- NO ID NO PLAY! All participants must present their Sandollar ID or use the GetApp to check in and participate, to the Intramural Supervisor on duty to be eligible for play.
- Presenting a false ID will result in a suspension of all participants involved. The offending team will lose their right to win the coin toss and be awarded an unsportsmanlike conduct. Usage of illegal or ineligible players will result in an automatic forfeit of that game.
- UNDER NO CIRCUMSTANCE IS ALCOHOL ALLOWED IN THE REC CENTER. UPD will be called if any fan or participant is in possession or under the influence of alcohol.
- Smoking is not allowed inside the perimeter of Dugan Wellness Center. Smoking includes, but is not limited to cigarettes, e-cigs, vape machines, illegal substances, etc.
The Field, Players, and Equipment
- The game will be played on a NCAA approved Softball Field.
- This double elimination tournament considered open to all players.
- There will be no regulation on how many players of each gender a team must have and no Co-Rec modifications.
- The players name must be on the printed score sheet and must sign-in with the scorekeeper with their Sandollar or the GetApp to be eligible to play.
- NO METAL CLEATS allowed! Shoes must be appropriate, athletic shoes. No boots, or open toed shoes! Cleats must be made of nonabrasive rubber or rubber-type synthetic material.
- Teams may wear their own jerseys. All jerseys must be the same color and have numbers. Jerseys will be provided for each team if necessary. A shirt must be worn underneath the Intramural Sport jerseys (tank tops can be worn underneath the Intramural Sports jerseys).
- The use of headgear, jewelry, shoulder pads, body pads or unyielding or dangerous equipment is prohibited. Players may wear a knit or stocking cap and use soft, pliable gloves if they desire. No baseball style caps, or bandannas may be worn at any time.
- Tape or bandage on the hand, wrist, forearm, or any other part of the body is prohibited, except to protect any injury. Under no circumstances will a player wearing a cast or splint be allowed to play. Braces with exposed metal parts must be covered.
- Belt loops, pockets, exposed drawstrings, or untucked hoods on sweat shirt sare prohibited.
- All participants must follow the TAMU-CC Rec Sports dress code.
- The supervisor on duty will have the final decision on the legality of any equipment.
Timing & Gameplay
- Each game will have a 50-minute time limit. If the home team is losing and has yet to bat, they will get the opportunity to play the bottom of the inning. No new inning will begin after 40 minutes.
- Games will conclude after 7 innings or if the time limit is reached.
- Each team can have up to 10 players on the field at a time, but no less than 8.
- Teams will pitch to their own players. Pitcher needs to be on or behind the mound. Each batter is granted a maximum of 3 pitches with no exceptions. Example: If a player hits a foul ball on the third pitch, they are still out.
- If the pitcher contacts the ball unintentionally, ball is dead and will result in a re-kick, unless it is the third pitch.
- If the pitch contacts the ball intentionally, it will result in an out.
- Defense is always required to have a designatedpitcher.Thisplayer is not allowed to move from the defensive pitcher mound until contact with the ball has been made.
- Each team is granted 3 outs per inning.
- Each inning a run rule will be put in place after a team scores 10 runs. After 10 runs, the half inning is over.
- Stealing bases is not allowed, offensive players cannot leave the base until the ball has been kicked.
- If an offensive player leaves the base early, it will result in an out.
- Each team must submit a batting order to the scorekeeper/umpire before the start of the game. Any player found to bat, out of order, will be considered out.
- Bunting is not allowed, calls will be made at the discretion of the umpire.
Extra Innings
- If game is tied after the 50-minute time allotted or 7 innings, there will be ONE extra inning.
- Each team will get 2 outs OR 6 batters to score as many runs as possible, whichever is to occur first.
- The last player out in the lineup, prior to the start of the extra inning, will start on second base. From there the next person on the line up will kick.
- If teams are tied after the extra inning, a winner will be decided by rock, paper, scissors between the captains.
Miscellaneous
- All kickers must be behind the kick line when contacting the ball.
- The kick line will be the front of the batters box
- Bunting is not allowed. Attempted bunts will be an automatic out. All bunt calls made by the umpire are final.
- Defensive players are not permitted to block any bases or home plate when receiving a throw to keep a base runner from reaching that base. Base runners who are unable to reach the base due to defensive blocking will be called safe.
- An out for a kicker can be made by any of the following:
- Ball is caught in the air
- The kicker contacts the ball beyond the designated kick line
- If the kick on the third role is not playable
- Tagging the runner out
- Throwing the ball at a runner, if the throw is below the shoulders, and hitting him/her before safely reaching the base.
- If a ball gets thrown at a runner and hits them in the head, the ball is declared dead and the runner will advance one base forward.
- Defensive players cannot stand in the base path or obstruct the path of a base.
- If the defense obstructs a runner’s path, then the runner is awarded the base that he/she would have originally reached.
- Sliding is allowed however, if the base runner initiates contact when sliding it will be an automatic out.
- Force outs: out that is made by a fielder by touching the base that a base runner was forced to occupy. A base runner must advance to the next base on the field in the kicker needs to occupy that base.
Unsportsmanlike conduct
- Includes acts of deceit, disrespect or vulgarity and includes taunting, bad mouthing, or any disrespectful act ruled by the umpire.
- Forfeit: If a disqualified individual refuses to leave the premises after being ejected, the offender's team shall forfeit the match.
- Misconduct by those members on the bench when officials cannot determine specific offender(s): warning/penalty is issued to team manager or captain.
- If an intramural participant is ejected from any intramural contest, they are immediately ineligible for further competition, in any facility or intramural activity, until they are cleared by the Coordinator of Competitive Sports or Graduate Assistant.
Protest
- There can only be a protest regarding a player’s eligibility or a rules interpretation. An official’s judgment call cannot be protested. Protests concerning eligibility must be made before, during, or immediately following the game. Protests concerning a rule interpretation must be made immediately following the play in question. Only players of the offended team will be allowed to protest.