Sport Rules - Intramurals

3 on 3 Hoops 4 on 4 Flag Football  Basketball Basketball (Co-Rec) Bowling Cornhole
Dodgeball Flag Football Flag Football (Co-Rec) IFC Indoor Soccer Kickball
Racquetball Sand Volleyball Soccer Softball Ultimate Frisbee Volleyball
Whiffleball          

3 on 3 Hoops

3 on 3 Hoops is a half-court game played by two teams of three players each, including a maximum of three subs. This is a "call your own" game.  Teams must have two players to start a game and can only have a total of six players on the roster. Overall NFHS basketball rules apply in addition to the GTIM specific and general rules.

Supervisor Duties
  • Prior to the game the GTIM supervisor will perform a coin toss to determine ball possession. The supervisor will signal the ball in play to begin both and will have the power to make decisions on any point not specifically covered in these rules.
  • If the two teams are unwilling to abide by a call, the supervisor may assist with the call, call a re-play or end the game. Continuous problems will result in the game being declared over.
  • The supervisor will penalize any player, substitute, or coach for unsportsmanlike conduct by immediate ejection and banishment from the area.
Scoring and Timing
  • The "match" will consists of a best-of-three series. The first team to win two games wins the match for the night. The first two games will be played to 21. The third game, if needed, will be played to 15. Teams do NOT have to win by two in order to win the game.
  • The forfeit score is 21-13 (2-0). The no show score is 21-0 (2-0).
  • If a third game is not complete after 50 minutes of play, the game will play until one team scores four points more than the winning team has at that point in time. Example: Team A 7...Team B 3. The first team to 11 wins.
  • If both teams are tied with one game won each and time has already expired, the third game will be played to four points.

Points are awarded as follows:

  • One point for free throw
  • Two points for made basket
  • Three points for a made basket from outside three point arc
Playing the Game
  • The winner of the coin toss will have the first possession. Alternating possession-arrow procedures will be used through out the remainder of the game (no make it-take it)
Checking the Ball
  • The "check line" will be outside the 3-point line. This means the ball and both feet must be outside the three-point line.
  • The ball must be passed to a teammate after a "check".
  • The ball must be "checked" to start each half and after any foul
  • On a "check", the defensive team will have three seconds to be declared ready and hand the ball back to the offensive team for play. Any longer than three seconds will result in the offensive team receiving two points plus the possession.
  • After a steal, violation or defensive rebound, the new offense must pass the ball outside of the check line.
  • Penalty for violation of "check" line procedures is loss of ball.
Time Outs
  • Teams cannot call time outs during a game.
  • Time outs will be called only by the supervisor for injuries or special circumstances.
Substitutions
  • Substitutions may be made after a basket, foul shot, or any other stoppage of play.
Fouls

All common, personal, and technical fouls will be counted against the team total. On and after the 4th team foul, a bonus shall be awarded for the remainder of the game.

  • Prior to the forth team foul:
    • any common foul shall result in loss of possession for the offending team
    • any offensive foul shall result in disallowing a converted basket and loss of possession
    • any shooting foul with a missed basket shall result in retained possession
    • any shooting foul with a converted basket shall result in the basket being awarded and change of possession
  • On the fourth team foul and thereafter:
    • any common foul shall result in a single foul shot along with retained possession for the offended team (teams do not line up on the free throw lane)
    • any offensive foul shall result in disallowing a converted basket and a single shot along with retained possession for the offended team
    • any shooting foul with a missed basket shall result in two foul shots along with retained possession
    • any shooting foul with a converted basket shall result in the basket being awarded with retained possession
Stalling
  • If a team is deliberately stalling or freezing the ball, the opposing team may start an audible ten second count to shoot. If they do not shoot, the ball will be turned over to the other team.
Mercy Rule
  • There is no mercy rule

4 on 4 Flag Football

All rules not mentioned will be governed by the 2013-2014 NIRSA Football Rules Handbook.  GTIM general and specific rules apply in addition to the sport rules.  Many of the rules for 4v4 are the same as 7v7 Flag Football. Here are the significant differences:

Playing time and intermissions
  • The game shall be played between two teams of four players each on a rectangular field. Each team must have three players on the field in order to begin the game.
  • The field is divided into two zones of 20 yards each and two end zones of 10 yards each and is 30 yards in width
  • A game shall consist of two halves with a two-minute intermission. Each half shall consist of 15 minutes with the clock stopping once at the one-minute warning of each half. The clock will run continuously for the first 14 minutes, stopping at the one-minute mark and afterwards for the following reasons:
    • Penalties (may start on referee's ready-to-play whistle)
    • Scoring plays
    • Incomplete passes/out of bounds
    • Injured players
    • First downs (until the ball is set in play by referee's ready to play whistle)
    • Official and team time-outs
    • Change of possession
  • Each team is allowed one timeout per half (timeouts do not carry over). The clock will stop during time-outs. Teams will receive one timeout in overtime.
  • The ball will be placed on the five-yard line to begin each half as well as after any turnover on downs. After every score the ball will be placed on the new offensive team's five-yard line with a first down, with the zone-line to gain being the 20-yard line.
  • In a series of three downs, the ball must be advanced forward past the next zone-line to gain in order for a new series of downs to be awarded. Yardage lines are considered part of the forward zone. There is no punting

Ties will be broken by the following tie breaker procedure:

  • Each team will attempt to score by passing from the three yard line for one pt. or from the 10 yard line for two points.
  • If the defense intercepts a pass or fumble, the attempt is over.
Game, Field, Players, and Equipment
  • Shirts must be long enough to tuck in so that they remain tucked in the pants/shorts during the entire down or short enough so there is a minimum 4" from the bottom of the shirt to the player's waistline.
  • Pants or shorts with BELT LOOPS or POCKETS are prohibited.
  • Towels may not hang form a player's waist or otherwise interfere with the possible removal of a flag. Towels however may be used and kept on the ground in between the pucks before the snap.
  • All jewelry must be removed including watches, earrings, bracelets, etc. Players may wear soft, pliable basketball or wrestling knee pads on legs, knees and/or ankle.
  • Each team shall designate a captain to act as team spokesperson and make decisions. Only the captain may talk to officials. Team representatives including players, spectators, team managers, coaches, and group members are subject to the rules.
  • The use of dangerous equipment is prohibited. Shoes must be worn; cleats are prohibited.
  • Men will use the regular size, NCAA or NFHS football, while women and co-rec may use either a regular or intermediate-size football. Game balls will not be provided as teams must use their own footballs. Officials will not handle the football, the offense is responsible for the ball at all times.
  • The winner of the pre-game toss shall have the first choice of options: offense/defense, which goal to defend, or to defer the same choice until the second half.
  • There must be a legal forward pass each down. The receiver must catch the ball beyond the line of scrimmage.
  • Defensive players may only rush past the line of scrimmage if they begin at least 7 yards off the line of scrimmage. No blocking of the rushers is allowed. Any contact between rusher and offensive players will result in an illegal contact on the offense penalty unless blatantly initiated by the defensive player.
  • All fouls are penalized 5yds or 3yds instead of 10yds and 5yds respectively.
  • The offensive team must have at least one player on the line of scrimmage at the snap.
  • An offensive runner cannot advance the ball across the line of scrimmage. There are no restrictions after a change of possession or once a legal forward pass has been caught beyond the offense's line of scrimmage.
  • The mercy rule: if a team is down by 19 or more points with one minute remaining in the game, the game will be declared over.
  • Free substitution is allowed after any whistle provided the substitution does not delay the game. However, no offensive substitute may enter unless he joins the huddle and is part of the huddle at the time when it breaks. Penalty: Illegal substitution
  • The offensive team has 25 seconds to put the ball in play after referee signals "ready for play." Penalty: 3yds, Delay of Game.
  • A maximum of 10 players are allowed on the roster.
  • The forfeit scores are: Men 38-16 and Women 30-12.
  • The no show scores are: Men 49-0 and Women 42-0. 
Definition of Playing Terms
  • When the flag belt buckle is clearly "broken" from the ball carrier, the down shall end and the ball is declared dead. A player who removes the flag belt from the ball carrier should immediately hold the flag belt above his head to assist the official in locating the spot where the capture occurred. A player may dive to remove a flag belt as long as no illegal contact is made with the opposing team.
  • The position of the ball when a player is de-flagged determines the spot of the next line of scrimmage.
  • A defensive player may not hold, push, or knock down the ball carrier in an attempt to remove the flag, nor shall an offensive player hold, block, hurdle, or run through a defensive player trying to remove the flag belt.
  • When a runner loses his/her flag belt, either accidentally or inadvertently, play continues. The de-flagging reverts to a one-hand tag of the runner between the knees and shoulders.
  • The scrimmage line for team A and Team B is the yard line and its vertical plane which passes through the point of the ball nearest its own goal line.  A colored puck will signify the line of scrimmage.
Ball in Play, Dead Ball, Out-Of-Bounds
  • The ball is declared dead when the ball touches the ground: A) on a fumble B) on a lateral C) on a pass or D) after touching a player on a punt.
  • The sideline and end lines are considered out of bounds. (Only one foot needs to touch in bounds in order for a pass to be complete).
  • It is illegal participation if, prior to a change of possession, an offensive player goes out-of-bounds and returns during the down, unless blocked out-of-bounds by an opponent. If a player is blocked out-of-bounds by an opponent and returns during the down, he/she shall return at the first opportunity. During the down, no player shall intentionally go out-of-bounds and return. Penalty: 5 yards .
Series of Downs, Number of Downs
  • In a series of three downs, the ball must be advanced forward past the next zone-line to gain in order for a new series of downs to be awarded. Yardage lines are considered part of the forward zone.
Kicking the Ball
  • There is no kicking in 4 on 4 Flag Football.
Snapping, Handling, and Passing the Ball
  • The ball may be snapped between the legs or to the side of the snapper.
  • The player who receives the snap must be at least two yards behind the line of scrimmage. Direct snaps (QB under center) are always illegal.
  • It is defensive pass interference if an eligible receiver is de-flagged prior to touching the ball on a forward pass attempt.
  • During the interval between downs, when two or more consecutive encroachments are committed by the same team, the penalty will be 5 yards for the second encroachment foul.
  • The offensive team must have a minimum of one player on the line of scrimmage.
  • All players are eligible for a forward pass. The passer may pass from anywhere behind the line of scrimmage.
  • There must be a legal forward pass each down. The receiver must catch the ball beyond the line of scrimmage.
  • Defensive players may only rush past the line of scrimmage if they begin at least seven yards off the line of scrimmage. No blocking of the rushers is allowed. Any contact between rusher and offensive players will result in an illegal contact on the offense penalty unless blatantly initiated by the defensive player.
  • The passer shall not intentionally ground the ball in order to avoid a sack.  Penalty: 3 yards and loss of down .
Scoring Plays and Touchbacks
  • A team is given the choice of going for one point (from the three -yard line) or two points (from the ten-yard line) after scoring a touchdown. Once the captain makes the choice, it may only be changed if a time out is called.
  • The player scoring the touchdown must raise his/her arms so the nearest official can de-flag the player. If the player is not deflagged with one good pull, and the official determines the flag belt has been secured illegally, the touchdown is disallowed. The player is disqualified, and it is a foul. Penalty: 5 yards from the previous spot and a loss of down.
  • After a safety is scored, the team that is awarded two points will automatically gain possession at their own 5-yard line. (No kick will take place)
Players' Conduct
  • It is illegal to steal or attempt to steal (strip) the ball from a player in possession. The object of the game is to deflag a ball carrier, not to steal the ball.  Penalty : 5 yards from the end of the run
  • Defensive players must make a definite effort to avoid charging into a passer after it is clear that the ball has thrown and may not make contact with the throwing arm. Penalty: 5 yards and automatic first down, added on the end of the play (if positive yards have been gained), if not, 5 yards from the previous spot and automatic first down.
  • Ball carriers shall not guard their flags by blocking, with arms, hands or ball, the opportunity for an opponent to pull or remove the flag belt. Penalty: 5 yards from the spot of foul.
  • The defensive player shall not (intentionally or accidentally) hold, grasp, or obstruct forward progress of a ball carrier when in the act of removing the flag belt. Penalty: 5 yards from spot.
  • Intentionally pulling or removing a flag belt from an offensive player without the ball by a defensive player is illegal. Penalty: 5 yards from spot.
  • The offensive screen block shall not take place. Any contact between the offensive players and a defensive rusher shall result in an illegal contact on the offense Penalty: 5 yards
  • There shall be no bumping, checking, or other intentional contact between a defender and an offensive pass receiver.
  • If a player attempting a diving flag removal trips the ball carrier there is a penalty of 5 yards from the spot of the foul.
  • The third unsportsmanlike foul by the same team shall result in their forfeiture of the game.

Basketball

GTIM general and specific rules apply in addition to the sport rules.  All high school federation rules will govern play with exception of the following.

  • The game will consist of two 20-minute halves. The clock will run non-stop until the final two minutes of each half. During the last two minutes, the clock will stop on all whistles. An official or team time-out will stop the clock during the first 18 minutes.
  • If the score is tied after regulation, a series of three-minute overtime periods will be played until a winner is determined after the end of such a period. The clock will run continuously until the final minute of each overtime period. Teams will receive one timeout per overtime period and timeouts not used in regulation are NOT carried over to the overtime period.
  • Each team MUST have matching, numbered jerseys for every player. Legal numbers are expanded to include 0-99. A non-numbered jersey will not be allowed as a "00". Your team captain will specify your team's color at the time of registration. The colors of other teams in your league will also be listed. There will be no "Shirts vs Skins" or taped-on numbers. Your team will forfeit if it fails to have the proper jersey at game time. All numbers must be on the back and at least six inches in height.
  • No basket may be scored on a player control (offensive) foul, regardless of when the ball is released
  • Time-outs will last one minute and half-time will last two minutes. Teams have three time-outs per game.
  • Two technical fouls on a player or coach will result in an automatic ejection from the game. The ejected player must also leave the playing area.
  • Only one coach per team is permitted on the team bench
  • MERCY RULE: If a team is ahead by 15 or more points with two minutes remaining in the second half, the clock will only be stopped for an official or team time-out. If the margain falls below 15 points at any time under two minutes, the clock will be stopped according to NFHS standards. If the integrity of the game is being compromised, in the opnion of the Intramural Supervisor, he or she will stop the game immediately.
  • Substitutes must report to the score's table and beckoned in by the officials. Illegal substitutions will result in a technical foul.
  • Slapping the backboard is not a technical in itself, but intentionally hitting the backboard hard enough to alter the flight of the ball will result in a technical.
  • Maximum number allowed on any roster is fifteen (15). Teams must have four players to start.
  • Forfeit scores are: Men 55-31, Women 46-20, and Co-Rec 69-41.
  • No show scores are: Men 65-0, Women 55-0, and Co-Rec 75-0.
  • Unsportsmanlike conduct will not be tolerated. The following behaviors will result in a technical foul and the possibility of a game suspension:
    • Cursing at the officials, supervisors, or opposing players.
    • Insulting the officials, supervisors, or opposing players.
    • Participating in a fight (AUTOMATIC EJECTION).
  • Other unsportsmanlike acts will also earn a technical foul. All unsportsmanlike fouls result in two free throws and the ball, regardless of whether the foul is on a player or the bench.

Basketball (Co-Rec)

GTIM general and specific rules apply in addition to sports rules.  All high school federation rules will govern play with exception of the following:

Number of Players
  • A Co-Rec game shall consist of three women and two men on each team.
  • Although a game can be started with four players, at no time can the number of men on the floor (for one team) be greater than the number of women.
  • A team must have at least one man and three women or two men and two women to start.
  • A team may not play with more than three women on the court.
  • A woman-sized basketball will be used for play.
Georgia Tech Co-Rec Rules
  • Men are permitted to enter the lane at any time, on offense and defense.
  • Teams will use a "Plus One" system for points scored by woman:
    • All two-point goals made will count as three points.
    • All three-point goals made will count as four points.
  • A woman fouled in the act of shooting a missed basket will receive three foul shots for a two-point try and four foul shots for a three-point try.
  • A woman fouled with her team in the bonus will receive two front-end free throws, followed by the bonus free throw. Example: a woman is fouled and her team is in the bonus (7th team foul). She will have one free throw which will then be followed by a normal one-and-one. If she misses the second free throw, the ball becomes live. If she makes the second free throw, she is awarded the bonus throw.
  • A woman fouled with her team in the double bonus (10th team foul) will receive three free throws.
  • A woman fouled in the act of shooting a made basket will receive either three or four points (based on where the shot was made from) and one free throw.

Bowling

GTIM general and specific rules apply in addition to the sport rules.

Teams
  • Each team consists of five players. Roster limit is fifteen (15) bowlers
  • You must have four players to start. If you are bowling with fewer than five players, a blind score of 80 will be used for the missing bowler
Equipment
  • All players must wear bowling shoes, which are provided in the cost of the team (Buzz Card required).
Rules
  • Once a bowler begins his/her game, they must complete it. Substitute bowlers are allowed but only after a game is completed.
  • If a player begins a game but leaves prior to completion, the current player's score will stand
  • Due to time constraints, each bowler will bowl three games per night, two standard and one Baker Game. A Baker Game consists of one game of ten frames where each member of the team will bowl in order frame by frame twice through; the first bowler will bowl the first frame and the sixth frame, the second bowler will bowl the second and seventh frame, the third bowler will bowl the third and eighth, the fourth bowler will bowl the fourth and the ninth frame, and the fifth bowler will bowl the fifth and tenth frame. If a team has only four players, a blind score of four on the first and second balls will be entered for a total of 8 pins in the frame. (Note: during playoffs, the Baker Game will not be played if the winner has already been determined).
  • Each night a total of seven points are won. Two points are awarded for each game won and one point for total pins for the entire night. If total pins are tied at the conclusion of any game or for overall total pins, each team will designate a player for a sudden-death roll/ball-off, with the highest ball winning the respective points for their team. The designated bowler must have bowled in that game. If needed, another sudden-death roll will be thrown by different players of each team. This will continue, if needed, for the five players who bowled the last game. A team with four bowlers will forfeit their fifth, sudden-death roll.
  • Foot faults will result in a zero for the ball that was thrown during the offense "Mark it zero, Donny".
  • Any ball that enters the gutter will result in zero pins (even if while in the gutter it bounces into a pin and knocks it over)
  • Forfeit or no-show scores are 500, 500, and 100, respectively.
Playoffs
  • The top two teams in each division and one wildcard team per league will bowl in the playoffs at the conclusion of the season
  • The first tie breaker is head-to-head competition, followed by point differential, followed by pin differential.

Cornhole​

GTIM general and specific rules apply in addition to the sport rules.

Court Layout

Dimensions

  • A Cornhole field shall be a level rectangular area 10 feet wide and a minimum of 30 feet long. The field should consist of two corn platforms, designated pitchers boxes and foul lines. A north-south setting is recommended for outdoor courts to minimize the effects of the sun. NO FOOD OR DRINK ALLOWED ON THE CORNHOLE FIELD.

Pitcher's Box

  • The pitcher's box is the rectangle 4 feet by 3 feet at each end of the field, parallel and on both sides of Cornhole platforms. Each contestant must remain in the pitchers box while pitching the corn bag.

Foul Lines

  • The foul lines shall be defined as an imaginary line 30 ft. from the beginning of the hole in the opposite Cornhole platform. All contestants shall pitch from the pitcher's box behind the 30 foot foul lines.
Gameplay
  • Teams consist of six players with a minimum of five players to start. The maximum roster size is 15.
  • Players may only substitute between games. Players may only play on one pair of boards.
    In doubles play, one member of each team pitches from one Cornhole platform and the other members pitch from the other Cornhole platform.
  • Every Cornhole game is broken down into innings of play. During each inning of play each contestant must pitch all four corn bags.

Value of the Corn Bag

Corn Bag In-The-Hole

  • A corn bag in-the-hole (or Hole-In) is a corn bag which is thrown through the hole in the Cornhole platform or otherwise comes to rest inside the Cornhole platform. A corn bag in-the-hole has a value of three (3) points.

Corn Bag In-The-Count

  • A corn bag that is not in-the-hole but lands with any portion of the corn bag resting on the Cornhole platform is in-the-count. A corn bag in-the-count has a value of one (1) point. For a corn bag to be in-the-count, it must not touch the ground or any other portion of the court prior to coming to rest on the Cornhole platform. If a corn bag touches the ground before coming to rest on the Cornhole platform, it is a foul and must be removed from the Cornhole platform prior to the continuation of play.

Corn Bag Out-Of-The-Count

  • A corn bag which comes to rest anywhere except in-the-count or in-the-hole is out-of-the-count and has no scoring value. A corn bag which is declared to be a foul is considered to be out-of-the-count (no matter where it comes to rest) and must be removed from the Cornhole surface prior to the continuation of play.

Delivery of Corn Bags

  • In doubles play, the first side of contestants alternate pitching corn bags until they have thrown all four corn bags, then the remaining contestant (pitching from the other Cornhole platform) continue to alternate in the same manner until all four corn bags are delivered and the inning completed. All deliveries must be underhanded
  • A contestant may deliver the corn bag from either the left or right pitchers box but, in any one inning, all corn bags must be delivered from the same pitcher's box.
  • Each individual contestant shall deliver the corn bag within 20 seconds. The time shall start when the contestant steps onto the pitcher's box with the intention of pitching.
  • The contestant who scored in the preceding inning shall pitch first in the next inning. If neither pitcher scores, the contestant who pitched second (last) in the preceding inning shall pitch first in the next inning.

Position of contestants during delivery

  • The pitcher must maintain constant contact with the designated pitcher's box during the entire address and release of the corn bag. The opponent, while not pitching, shall stand behind the Cornhole platform at least 2 feet to the rear of the contestant who is pitching.
  • If both contestants use the same pitchers box to deliver their corn bags, the contestant pitching first should cross over to the other pitchers box in front of the Cornhole platform and then move to the proper position. As the first contestant is crossing in front the second contestant should be crossing over in back and mounting the pitchers box from the rear. If both contestants use opposite pitchers boxes, the contestant who pitches first should step directly back to the proper position described above.

Foul Corn Bags

  • A foul corn bag is a corn bag which was delivered in non-compliance with one of the rules of the game. It scores as a corn bag out of the count and is to be removed from the Cornhole court before any more corn bags are pitched. Corn bags already in the court that have been knocked into foul territory by a foul corn bag should be returned to the scoring area. Additionally, corn bags that are in the count, but are knocked into the hole by a foul corn bag must be returned to their original scoring position and still count for one (1) point.
  • The following are rule violations that must be spotted and called by a contestant. The penalty is to declare the corn bag a foul corn bag, which requires the corn bags to be removed from the court prior to resuming play.
    • Any corn bag pitched when the contestant has made contact with or crossed over the foul line before the corn bag is released.
    • Except as provided above, any corn bag pitched when the contestant has started or stepped completely outside the pitching box before releasing the corn bag.
    • Any corn bag not delivered within the twenty second time limit.
    • A corn bag pitched from a different pitchers box than the first corn bag.
    • Any corn bag that contacted the court or the ground before coming to rest on the Cornhole platform.
    • Any corn bag which struck a previously defined object such as a ceiling.
    • Any corn bag that leaves a contestant's hand once the final forward swing of the delivery process has started shall count as a pitched corn bag. A corn bag that is accidentally dropped by a contestant before the final forward swing has started shall not be considered foul and may be picked up and pitched.
Length of the Game

Point Limits

  • The Cornhole game shall be played until the first team of contestants reaches (or exceeds) 15 points at the completion of an inning. The winning team does not need to win by two or more points.
  • Individual matches are best 2 out of 3.

The inning must be finished

  • The Cornhole game can never end in the middle of an inning. Thus, if a team that pitches first reaches or exceeds 15 points, the game can not end until the other side is allowed to pitch all of their corn bags and the inning is completed.

Ties at the end of an inning

  • If the Cornhole game is tied at 15 or more at the end of an inning, play continues until one team or the other achieves a higher score at the end of an inning and wins the game.

Time Limit

  • No game can begin after the 45 minute mark by the supervisor's timer. If the game is not completed at the one hour mark, next point wins.
Scoring

Score Calculation

  • The points of both teams are calculated for hole-ins and in-the-count corn bags combined, per inning.
  • The points of the lowest scoring team for hole-in corn bags and in-the-count bags are subtracted from the points of the highest scoring team for hole-in corn bags and in-the-count bags. The result is the score for that inning.
Forfeit/No Show Scores
  • The forfeit and no show scores are 3-0.

Dodgeball

 

GTIM general and specific rules apply in addition to the sport rules.

Teams
  • Teams are comprised of eight players.
  • Teams are allowed to have 15 on the roster.
  • Teams must have four players to start.
  • Co-rec teams must have four men and four women and at no time should there be more men on the court than women
  • Clothing must be presentable and appropriate for the facility at the discretion of the supervisor. This includes no sandals, hats, or jewelry.
  • Teams have chosen what colors to wear and must wear that color for the game. If a person shows up without the correct color, they may not be allowed to play in that match.
  • All players must have four-inch numbers on the back of their jersey. No tape is allowed!
The Court/field and Equipment
  • The "field" will be the Auxiliary Gym.
  • The "equipment" will be four 6.25" dodge balls.
The Game
  • The object is to have the last player standing at the end of the time limit. This is accomplished by getting players "OUT" as explained below.
  • Each "match" will be the best of five games.
  • Each "game" will last for six minutes.
  • Scoring will be the following:
    • Each game is worth 2 points
    • If there is a tie at the end of regulation, a sudden death game will commence, with the winning team being the one that knocks out an opponent's player first.
  • Each team will start with their hands touching their respective back wall until the supervisor blows the start whistle.
  • The four balls will be placed at the centerline at the start of the match and each team must race to the middle to gain possession of a ball. The players must not cross the centerline in any form or fashion when going for the balls. Any player who crosses the centerline will be considered "OUT". You may not throw a ball at any player until 10 sec have passed on the game clock. A supervisor will blow a whistle at the 10 sec mark.
  • Once 10 sec have passed, players may throw a ball at opposing players. To count, balls must be thrown below the neck. If any ball hits an opposing player above the neck, the thrower will be considered "OUT". On the other hand, any player who, at the discretion of the Supervisor, is found to be "ducking" intentionally to hit his/her head will be considered "OUT".
  • Ducking is the lowering or moving of the head into or out of the path of a ball in any form or fashion. Ducking to avoid a ball is legal. If, in trying to duck to avoid a ball, another ball hits you in the head, you are still out for ducking.
The Play
  • Players are deemed "OUT" for the following reasons:
  • A ball, thrown by an opposing player, hits you below the neck, and the ball then hits the floor or any other surface.
  • An opposing player catches a ball that you have thrown.
  • Clothing is an extension of your body. If your shirt or shorts get hit by a ball, you are out.
  • If a ball hits one player and one of his/her teammates catches the ball before it hits the ground or any other surface, then the player who threw the ball is OUT and the player who was hit by the ball has been saved by his/her teammate.
  • If you have a ball in your hand, you may use it to protect yourself or ricochet / deflect a ball to a teammate. If your teammate catches the ball, the one who threw the ball is considered OUT. If the ball hits your teammate and the ball hits the ground, then your teammate is OUT. A player may still be saved if another teammate catches it after it bounces off the second teammate, prior to touching the floor.
  • If a player throws a ball and it hits an opposing player then bounces back and hits the thrower, only the opposing player is out. No "friendly fire".
  • If you have a ball in your hand that you attempt to deflect with and the force of your opponent's throw forces your own ball out of your hands, you are OUT.
  • If you or your team holds a ball for more than 10 seconds, this is considered a delay of the game. The last person holding this ball must roll the ball on the floor to the opposing team and is considered OUT. This will be implemented at the discretion of the Supervisor.
  • All throws must be at an opponent. A delay of game will be called for teams/players throwing the ball against their opponent's wall as an attempt to circumvent the delay rule. This is a judgment call.
  • Players are not OUT if the ball hits the floor or the wall before it hits them. Therefore, if a ball ricochets off the wall and hits a player, they are not OUT. Likewise, if a player catches a throw that ricochets off a wall, the thrower is not OUT.
  • Players must release the ball to make an opponent OUT. The ball becomes dead if a player crosses the division line (centerline or arch) and throws the ball; that player is also declared out and any opposing player hit by the ball is NOT OUT.. If a player jumps before the line and throws the ball but lands in the opposing team's area, the ball is live...the thrower is still declared out.
  • Players who are declared OUT are not permitted to touch a ball after being called OUT.
  • Players who display poor sportsmanship will be given yellow or red cards based on the severity. All judgement calls made or not made are final. If a player receives a yellow card, they must sit out their team's next game and the team will be down one player. If a player receives a red card or two yellow cards within the same match, they must sit out the rest of the match and contact the Competitive Sports Office to schedule a meeting and the team will play a player down. The Intramural Ejection Policy will be in place when this occurs, which also means that player must leave the site for the duration of the match (out of sight and sound).
Timing
  • At the start of the game, no one may throw a ball at opposing players until 10 seconds have passed on the game clock.
  • Prior to two minutes left, everyone must stay on his/her side of the centerline.
  • At the two-minute mark, play (and clock) will stop and the remaining players will move back to their respective wall with the dodgeballs that are on their side of the half-court line.
  • When the clock begins, the line which now players are allowed to run up to is the arch around both goals.
  • To win the match, your team must have more points than the other team.
Additional Rules
  • When a player catches a thrown ball, one member of that team will be permitted to re-enter the game. This includes any subs who did not start the game and can occur every time an opponent legally catches a thrown ball.  This also applies if a ball hits a player and another player on the same team catches the ball prior to it hitting the ground or any other surface.
  • If a player is caught re-entering a game without permission, they will be given a yellow card and the team will be forced to forfeit that game. The player cannot play in the next game.
  • At the two-minute mark, re-entry is not permitted.
  • The maximum number of players on the court for one team cannot exceed eight.
  • The forfeit score is 3-1.
  • The no show score is 3-0.

Flag Football

 

GTIM general and specific rules apply in addition to sports rules.  All rules not mentioned will be governed by the 2017-2018 NIRSA Football Rules Handbook.

Playing Field
  • The field shall be a rectangular area with lines and zone. The field is divided into four zones of 20 yards each and two end zones of 10 yards each. There shall be a 3 and 10 yard mark on each end of the field for extra points. There shall also be an “X” at the 14 yard mark on each end of the field.

Game Equipment
  • The official game ball shall be pebble-grained leather or rubber covered and meets the recommendations of size and shape for a regulation football. There are no requirements regarding ball pressure and markings. Men shall use the official/regulation size ball only, NCAA or NFHS football. The regular, intermediate, youth, or junior size football shall be used for Women’s. The referee shall judge if the ball is legal for play and may change the ball during play at their discretion. During the game each team must use a legal ball of its choice when in possession. The officials will not handle the football, the offense is responsible for the ball at all times.

  • Two soft and pliable ball spotters will be provided by the Georgia Tech Intramural Department for use during the game. One, orange in color, will mark the offensive scrimmage line. The second, gold in color, shall mark the defensive scrimmage line. The area between the spotters extended is known as the neutral zone and should always be one yard apart.

  • Each player must wear a one piece quick release belt, at the waistline with three flags permanently attached, one flag on each side, and one in the center of the back. Tying knots in the belt are illegal. Tying any part of the flags is illegal. Securing the flag belt in any way other than clipping the plastic clip onto the white nylon cord is illegal. The flags must be a contrasting color to the participants’ shorts. The Georgia Tech Intramural Department will provide flag belts to be used during the game. The belt must have a spring loaded clip.

Player Equipment
  • Each team MUST have matching, numbered jerseys for every player. Legal numbers are expanded to include 0-99. A non-numbered jersey will not be allowed as a "00". Your team captain will specify your team's color at the time of registration. The colors of other teams in your league will also be listed. Your team will forfeit if it fails to have the proper jersey at game time. All numbers must be on the back and at least 6 inches in height. Tape is not permitted!

  • Shirts must be long enough to tuck in so that they remain tucked in the pants/shorts during the entire down or short enough so there is a minimum 4" from the bottom of the shirt to the player's waistline.

  • Pants or shorts with BELT LOOPS, POCKETS, ZIPPERS, or exposed drawstrings on the pants/shorts are prohibited.

  • Towels may not hang from a player's waist or otherwise interfere with the possible removal of a flag. Towels however may be used and kept on the ground in between the pucks before the snap.

  • All jewelry must be removed including watches, earrings, bracelets, etc. Players may wear soft, pliable basketball or wrestling knee pads on legs, knees and/or ankle.

  • Shoes shall be made of a canvas, leather, or synthetic material which covers the entire foot. The sole of the shoe must be firm and attached to the rest of the shoe. The sole may be made of leather, rubber, or composition material which may or may not have rubber or plastic cleats. No metal cleats will be allowed.

Players
  • All players must have their name on the team roster for each game. All players must show a current Buzz Card before their name will be put on the scorecard – NO EXCEPTIONS. Late arriving players must have their name added to the scorecard upon arrival by an Intramural Supervisor before they may participate. Each player must show their current Buzz Card and check in before each game

  • A maximum of 20 players are allowed on the roster.

  • Each team shall designate a captain to act as team spokesperson and make decisions. Only the captain may talk to officials. Team representatives including players, spectators, team managers, coaches, and group members are subject to the rules.

  • Substitutes may enter the game during dead ball situations. Players who have been substituted for must leave the field on their team’s sideline in a timely manner.

Game Time
  • A game shall consist of four quarters with a two-minute intermission. Each quarter shall consist of 10 minutes with the clock stopping once at the two-minute warning of the second and fourth quarter.

  • Teams will change directions at the end of the first and third quarters.

  • Each team is allowed two timeouts per half (one-minute time-outs); time-outs not used in the first half are not carried over into the second half. The clock will stop during time-outs.

  • The clock will run continuously for the first eight minutes, stopping at the two-minute mark of the second/fourth quarters and afterwards for the following reasons:

A. Situations when clock restarts on snap:

  • Incomplete legal or illegal forward pass

  • Player out-of-bounds

  • Safety

  • Team time-out

  • Touchdown (after the try)

  • Touchback

  • Team attempting to illegally consume time

  • First Down with player going out-of-bounds

  • Turnover on Downs or Punt

  • Change of Possession Turnover

  • Penalty – Only when one of the above occurred during previous play

Exception: Delay of Game-always restarts on snap

 

B. Situations when clock restarts on ready for play:

  • Inadvertent whistle

  • Team attempting to conserve time illegally

  • Referee’s time-out

  • First down with runners flag pulled in bounds

  • Penalty- When one of the above occurred during previous play or when a play did not result in a stoppage in play

  • The Mercy Rule will apply if a team is ahead by 19 points at the two-minute warning in the second half, the game will be ended.

  • Ties will be broken by the "Texas Tie Breaker"

  • Play will begin on the 10-yard line and teams will have 4 plays each to score

  • A coin toss will precede "Tie Breaker". The team winning the toss has three options: Offense, Defense, or Direction. The opposing team then has the remaining choice.

  • The object is to score a touchdown and subsequent extra point (1, 2 or 3 points). After team A scores, team B then has 4 plays during which to score. If no team has scored after their respective plays the process is repeated; with each team switching roles.

  • When a pass is intercepted the defense becomes the offense and begins their series of four plays. If the interception is returned for a touchdown, the game is over.

  • Penalties are assessed similar to the regular game. A team shall be given a new series of four plays when an automatic first down penalty is accepted. The zone-line-to-gain will always be the goal line. Dead ball penalties after a touchdown are penalized on the extra point attempt. Live ball penalties committed by either team after team B gains possession during an attempt or an overtime shall be enforced at the succeeding spot. Dead ball penalties (i.e. unsportsmanlike) following a successful attempt will be penalized from the succeeding spot, the team B 10-yard line, if accepted.

The Game
  • The game shall be played between 2 teams of 7 players each. Four players are required to start the game and avoid a forfeit. The game may be continued with fewer than 4 players as long as the team has a chance to win.

  • The game shall start with a captain’s meeting held at midfield. The officials will bring in both teams’ captains and have a coin toss. The away team will call the toss. The team that wins the toss will have the option to defer choices for the second half, choose offense or defense, or which end to defend. The other team will have the option to choose from the remaining options after the other team has chosen.

  • The ball will be placed on the 14-yard line to begin each half. After every score the ball will be placed on the new offensive team's 14-yard line with a first down, with the zone-line to gain being their own 20-yard line.

  • The offensive team will start with a series of four downs. The ball must be advanced forward past the next zone-line to gain in order for a new series of downs to be awarded. Yardage lines are considered part of the forward zone.

  • The offensive team must have at 1 player on their scrimmage line at the snap.

  • The offensive team has 25 seconds to put the ball in play after referee signals "ready for play." Offensive teams cannot snap the ball before the "ready for play." whistle. 

Scoring
  • If the ball crosses the goal line while in possession of the ball before their flags are pulled the play will result in a touchdown. The touchdown will have a value of 6 points in a Men’s or Women’s game.

  • The player scoring the touchdown must raise his/her arms so the nearest official can de-flag the player. If the player is not deflagged with one good pull, and the official determines the flag belt has been secured illegally, the touchdown is disallowed. The player is disqualified, and it is a foul.

  • A team is given the choice of going for 1, 2 or 3 points after scoring a touchdown. Once the captain makes the choice, it may only be changed if a time out is called. The point values will be determined by the yardage as follows:

A. 1 point – Try is attempted from 3-yard line

B. 2 points – Try is attempted from 10-yard line

C. 3 points – Try is attempted from 20-yard line

  • If a runner carries the ball from the field of play to or across his/her goal line, and it becomes dead there in his/her team’s possession or if a player punts, passes, fumbles, snaps, muffs, or bats a loose ball from the field of play to across his/her goal and the ball becomes dead, the play will result in a safety and 2 points will be awarded to the opposing team.

  • After a safety is scored, the team that is awarded two points will automatically gain possession at their own 14-yard line. (No punt will take place)

  • The forfeit score is 28-6.  If the winning team did not forfeit, the score shall stand as it is at the time of the forfeit.

  • No-show score is 42-0.

Punts
  • Prior to making the ball ready for play on fourth down, the referee must ask the offensive captain if they want to punt. The referee must communicate this decision to all offensive and defensive players. The offensive captain may declare a punt on any down. After a punt has been declared, the ball must be punted. The following exceptions will apply to the rule:

A. If a time-out is called by either team.

 

C. A foul occurs any time prior to or during this down

  • The kicking team must have at least one player on the line of scrimmage until the punt is made.

  • Neither the kicking team nor the receiving team may advance beyond their respective scrimmage lines until the ball is punted.

  • After receiving the snap, the kicker must punt the ball immediately in a continuous motion.

  • The defensive team may not build a pyramid or support each other in any manner in order to block or attempt to block a kick.

  • If a punted ball crosses the goal line it shall become dead and not be able to be returned. The play will result in a touchback and the ball will then be placed at the 14-yard line for the series to begin.

Definition of Playing Terms
  • When the flag belt buckle is clearly "broken" from the ball carrier, the down shall end and the ball is declared dead. A player may dive to remove a flag belt as long as no illegal contact is made with the opposing team.

  • The position of the ball when a player is de-flagged determines the spot of the next line of scrimmage.

  • A defensive player may not hold, push, or knock down the ball carrier in an attempt to remove the flag, nor shall an offensive player hold, block, hurdle, or run through a defensive player trying to remove the flag belt.

  • When a runner loses his/her flag belt, either accidentally or inadvertently, play continues. The de-flagging reverts to a one-hand tag of the runner between the knees and shoulders.

Ball in Play, Dead Ball, Out-Of-Bounds
  • The ball is declared dead when the ball touches the ground: A) on a fumble B) on a lateral C) on a pass or D) after touching a player on a punt.

  • The sideline and end lines are considered out of bounds. (Only one foot needs to touch in bounds in order for a pass to be complete).

  • It is illegal participation if, prior to a change of possession, an offensive player goes out-of-bounds and returns during the down, unless blocked out-of-bounds by an opponent. If a player is blocked out-of-bounds by an opponent and returns during the down, he/she shall return at the first opportunity. During the down, no player shall intentionally go out-of-bounds and return.

Snapping, Handling, and Passing the Ball
  • The ball may be snapped between the legs or to the side of the snapper.

  • The player who receives the snap must be at least two yards behind the offensive scrimmage line. Direct snaps (QB under center) are always illegal.

  • It is defensive pass interference if an eligible receiver is de-flagged prior to touching the ball on a forward pass attempt.

  • During the interval between downs, when two or more consecutive encroachments are committed by the same team, the penalty will be 10 yards for the second encroachment foul.

  • The offensive team must have a minimum of one player on the line of scrimmage

  • All players are eligible for a forward pass. The passer may pass from anywhere behind the line of scrimmage.

  • The passer shall not intentionally ground the ball in order to avoid a sack.  Penalty: 5 yards and loss of down.

Players' Conduct
  • It is illegal to steal or attempt to steal (strip) the ball from a player in possession. The object of the game is to deflag a ball carrier, not to steal the ball.  Penalty: 10 yards from the end of the run

  • Defensive players must make a definite effort to avoid charging into a passer after it is clear that the ball has thrown and may not make contact with the throwing arm. Penalty: 10 yards and automatic first down, added on the end of the play (if positive yards have been gained), if not, 10 yards from the previous spot and automatic first down.

  • Ball carriers shall not guard their flags by blocking, with arms, hands or ball, the opportunity for an opponent to pull or remove the flag belt. Penalty: 10 yards from the spot of foul.

  • The defensive player shall not (intentionally or accidentally) hold, grasp, or obstruct forward progress of a ball carrier when in the act of removing the flag belt. Penalty: 10 yards from spot.

  • Intentionally pulling or removing a flag belt from an offensive player without the ball by a defensive player is illegal. Penalty: 10 yards from spot.

  • The offensive screen block shall take place without contact. The screen blocker shall have his/her hands and arms at his/her side or behind his/her back. Any use of the arms, elbows, legs, or knees to initiate contact during an offensive player's screen block is illegal. A blocker may use his/her feet in order to gain position before, during and after screen blocking. Penalty: 10 yards

  • A player who screens shall not:

    • when he/she is behind a stationary opponent, take a position closer than a normal step from him or her;

    • when he/she assumes a position at the side or in front of a stationary opponent, make contact with him/her;

    • take a position so close to a moving opponent that his opponent cannot avoid contact by stopping or changing direction. The speed of the player to be screened will determine where the screener may take his/her stationary position. This position will vary and may be one to two normal steps or strides from the opponent;

    • after assuming his/her legal screening position, move to maintain it, unless he/she moves in the same direction and path of his/her opponent.

    • Penalty: 10 yards from spot

  • Teammates of a runner or passer may interfere for him/her by screen blocking, but shall not use interlocked interference by grasping or encircling one another in any manner. Penalty: 10 yards

  • Defensive players must go around the offensive player's screen block. The arms and hands may not be used to grab or push the opponent aside (the application of this rule depends entirely on the judgment of the official). A rusher may use his/her arms or hands to break a fall or retain his/her balance. Penalty: 10 yards

  • There shall be no bumping, checking, or other intentional contact between a defender and an offensive pass receiver. Both offense and defense are limited to screening an opponent.

  • If a player attempting a diving flag-removal trips the ball carrier, there is a penalty of 10 yards fat the end of the run.

  • The third unsportsmanlike foul by the same team shall result in their forfeiture of the game.

 

Fouls and Penalties

 

The following penalties will result in a loss of 5-yards:

  • Failure to Wear Required Player Equipment

  • Delay of Game (Dead Ball)

  • Illegal Substitution

  • Illegal Procedure

  • Encroachment (Dead Ball)

  • False Start (Dead Ball)

  • Illegal Snap (Dead Ball)

  • Illegal Formation

  • Illegal Motion

  • Illegal Shift

  • Illegal Backward Pass (Loss of Down)

  • Illegal Forward Pass (Loss of Down if by Offensive Team)

  • Intentional Grounding (Loss of Down)

  • Help the Runner

The following penalties will result in a loss of 10-yards:

  • Unsportsmanlike Conduct, Illegal Player Equipment

  • Illegal kick, Quick Punt

  • Kick Catching Interference

  • Two or More Encroachment Fouls During the Interval Between Downs

  • Offensive Pass interference

  • Defensive Pass interference

  • Unsportsmanlike Conduct

  • Strip or Attempt to Strip the Ball

  • Throw Runner to the Ground

  • Hurdle any Player

  • Contact Before or After the Ball is Dead

  • Unnecessary Contact of any Nature

  • Dive or Run Into an Opponent

  • Position Upon Shoulders or Body of a Teammate

  • Roughing the Passer (Automatic 1st Down)

  • Illegal Contact

  • Interlocked Interference

  • Illegal Flag Belt Removal

  • Guarding the Flag Belt

  • Holding

  • Illegal Batting

  • Illegal kicking

  • Illegal Participation

The following penalties will carry a loss of 10 yards and an ejection:

  • Illegaly Secured Flag Belt on a Touchdown or Try (Loss of Down if by Offensive Team) (Automatic 1st Down if by Defensive Team)

  • Flagrant Unsportsmanlike Conduct

  • Intentionally Contacting an Official

  • Leaving the Team Box and Entering Field During a Fight

  • Flagrant Personal Fouls

  • Tackling the runner

  • Fighting an Opponent

  • Intentional Tampering with Flag Belt (Loss of Down if by Offensive Team) (Automatic 1st  Down if by Defensive Team)

  • Nonplayer Deflagging or Interfering With a Runner

 


Flag Football (Co-Rec)

GTIM general and specific rules apply in addition to sports rules.  All rules not mentioned will be governed by the 2017-2018 NIRSA Football Rules Handbook.

Playing Field
  • The field shall be a rectangular area with lines and zone. The field is divided into four zones of 20 yards each and two end zones of 10 yards each. There shall be a 3 and 10 yard mark on each end of the field for extra points. There shall also be an “X” at the 14 yard mark on each end of the field.

Game Equipment
  • The official game ball shall be pebble-grained leather or rubber covered and meets the recommendations of size and shape for a regulation football. There are no requirements regarding ball pressure and markings. The regular, intermediate, youth, or junior size football shall be used for Co-Rec games. The referee shall judge if the ball is legal for play and may change the ball during play at their discretion. During the game each team must use a legal ball of its choice when in possession. The officials will not handle the football, the offense is responsible for the ball at all times.

  • Two soft and pliable ball spotters will be provided by the Georgia Tech Intramural Department for use during the game. One, orange in color, will mark the offensive scrimmage line. The second, gold in color, shall mark the defensive scrimmage line. The area between the spotters extended is known as the neutral zone and should always be one yard apart.

  • Each player must wear a one piece quick release belt, at the waistline with three flags permanently attached, one flag on each side, and one in the center of the back. Tying knots in the belt are illegal. Tying any part of the flags is illegal. Securing the flag belt in any way other than clipping the plastic clip onto the white nylon cord is illegal. The flags must be a contrasting color to the participants’ shorts. The Georgia Tech Intramural Department will provide flag belts to be used during the game. The belt must have a spring loaded clip.

Player Equipment
  • Each team MUST have matching, numbered jerseys for every player. Legal numbers are expanded to include 0-99. A non-numbered jersey will not be allowed as a "00". Your team captain will specify your team's color at the time of registration. The colors of other teams in your league will also be listed. Your team will forfeit if it fails to have the proper jersey at game time. All numbers must be on the back and at least 6 inches in height. Tape is not permitted!

  • Shirts must be long enough to tuck in so that they remain tucked in the pants/shorts during the entire down or short enough so there is a minimum 4" from the bottom of the shirt to the player's waistline.

  • Pants or shorts with BELT LOOPS, POCKETS, ZIPPERS, or exposed drawstrings on the pants/shorts are prohibited.

  • Towels may not hang from a player's waist or otherwise interfere with the possible removal of a flag. Towels however may be used and kept on the ground in between the pucks before the snap.

  • All jewelry must be removed including watches, earrings, bracelets, etc. Players may wear soft, pliable basketball or wrestling knee pads on legs, knees and/or ankle.

  • Shoes shall be made of a canvas, leather, or synthetic material which covers the entire foot. The sole of the shoe must be firm and attached to the rest of the shoe. The sole may be made of leather, rubber, or composition material which may or may not have rubber or plastic cleats. No metal cleats will be allowed.

Players
  • All players must have their name on the team roster for each game. All players must show a current Buzz Card before their name will be put on the scorecard – NO EXCEPTIONS. Late arriving players must have their name added to the scorecard upon arrival by an Intramural Supervisor before they may participate. Each player must show their current Buzz Card and check in before each game

  • A maximum of 20 players are allowed on the roster.

  • Each team shall designate a captain to act as team spokesperson and make decisions. Only the captain may talk to officials. Team representatives including players, spectators, team managers, coaches, and group members are subject to the rules.

  • Substitutes may enter the game during dead ball situations. Players who have been substituted for must leave the field on their team’s sideline in a timely manner.

Game Time

  • A game shall consist of four quarters with a two-minute intermission. Each quarter shall consist of 10 minutes with the clock stopping once at the two-minute warning of the second and fourth quarter.

  • Teams will change directions at the end of the first and third quarters.

  • Each team is allowed two timeouts per half (one-minute time-outs); time-outs not used in the first half are not carried over into the second half. The clock will stop during time-outs.

  • The clock will run continuously for the first eight minutes, stopping at the two-minute mark of the second/fourth quarters and afterwards for the following reasons:

A. Situations when clock restarts on snap:

  • Incomplete legal or illegal forward pass

  • Player out-of-bounds

  • Safety

  • Team time-out

  • Touchdown (after the try)

  • Touchback

  • Team attempting to illegally consume time

  • First Down with player going out-of-bounds

  • Turnover on Downs or Punt

  • Change of Possession Turnover

  • Penalty – Only when one of the above occurred during previous play

Exception: Delay of Game-always restarts on snap

B. Situations when clock restarts on ready for play:

  • Inadvertent whistle

  • Team attempting to conserve time illegally

  • Referee’s time-out

  • First down with runners flag pulled in bounds

  • Penalty- When one of the above occurred during previous play or when a play did not result in a stoppage in play

  • The Mercy Rule will apply if a team is ahead by 25 points at the two-minute warning in the second half, the game will be ended.

  • Ties will be broken by the "Texas Tie Breaker"

  • Play will begin on the 10-yard line and teams will have 4 plays each to score

  • A coin toss will precede "Tie Breaker". The team winning the toss has three options: Offense, Defense, or Direction. The opposing team then has the remaining choice.

  • The object is to score a touchdown and subsequent extra point (1, 2 or 3 points). After team A scores, team B then has 4 plays during which to score. If no team has scored after their respective plays the process is repeated; with each team switching roles.

  • When a pass is intercepted the defense becomes the offense and begins their series of four plays. If the interception is returned for a touchdown, the game is over.

  • Penalties are assessed similar to the regular game. A team shall be given a new series of four plays when an automatic first down penalty is accepted. The zone-line-to-gain will always be the goal line. Dead ball penalties after a touchdown are penalized on the extra point attempt. Live ball penalties committed by either team after team B gains possession during an attempt or an overtime shall be enforced at the succeeding spot. Dead ball penalties (i.e. unsportsmanlike) following a successful attempt will be penalized from the succeeding spot, the team B 10-yard line, if accepted.

The Game
  • The game shall be played between 2 teams of 8 players, 4 men and 4 women. Teams with 7 players shall be 4 men and 3 women or 4 women and 3 men. Teams with 6 players shall be 3 men and 3 women, 4 men and 2 women, or 4 women and 2 men. Teams with 5 players, 3 men and 2 women or 2 men and 3 women, are required to start the game and avoid a forfeit. The game may be continued with fewer than 5 players as long as the team has a chance to win.

  • The game shall start with a captain’s meeting held at midfield. The officials will bring in both teams’ captains and have a coin toss. The away team will call the toss. The team that wins the toss will have the option to defer choices for the second half, choose offense or defense, or which end to defend. The other team will have the option to choose from the remaining options after the other team has chosen.

  • The ball will be placed on the 14-yard line to begin each half. After every score the ball will be placed on the new offensive team's 14-yard line with a first down, with the zone-line to gain being their own 20-yard line.

  • The offensive team will start with a series of four downs. The ball must be advanced forward past the next zone-line to gain in order for a new series of downs to be awarded. Yardage lines are considered part of the forward zone.

  • The offensive team must have at 1 player on their scrimmage line at the snap.

  • The offensive team has 25 seconds to put the ball in play after referee signals "ready for play." Offensive teams cannot snap the ball before the "ready for play." whistle. 

Open and Closed Plays
  • The term “open” means any player can complete a legal forward pass to any other player.

  • The term “closed” means a male player may NOT complete a legal forward pass to any other male player. Illegal forward passes do not change the open/closed status of a down.

  • The 1st down of each half or overtime possession shall be open. The 1st down of a new series following a team change of possession shall be open.

  • During the offensive team’s possession there may not be 2 consecutive legal forward passes 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 of a female receiver for positive yards.

  • If a male receiver catches a pass from a male passer on a closed play, it is a foul for Illegal Male Reception. Whether the penalty is accepted or declined, the next play shall remained closed.

  • A legal forward pass caught jointly by male and female teammates is considered a female reception.

Scoring
  • If the ball crosses the goal line while in possession of the ball before their flags are pulled the play will result in a touchdown. If a female player scores a touchdown, the point value is 9. If a female player throws a legal forward pass and a touchdown is scored by any offensive player, prior to the change of possession, the point value is 9. If a male player throws a legal forward pass and a touchdown is scored by another male player on the offensive team, the point value is 6.

  • The player scoring the touchdown must raise his/her arms so the nearest official can de-flag the player. If the player is not deflagged with one good pull, and the official determines the flag belt has been secured illegally, the touchdown is disallowed. The player is disqualified, and it is a foul.

  • A team is given the choice of going for 1, 2 or 3 points after scoring a touchdown. Once the captain makes the choice, it may only be changed if a time out is called. The point values will be determined by the yardage as follows:

A. 1 point – Try is attempted from 3-yard line

B. 2 points – Try is attempted from 10-yard line

C. 3 points – Try is attempted from 20-yard line

  • If a runner carries the ball from the field of play to or across his/her goal line, and it becomes dead there in his/her team’s possession or if a player punts, passes, fumbles, snaps, muffs, or bats a loose ball from the field of play to across his/her goal and the ball becomes dead, the play will result in a safety and 2 points will be awarded to the opposing team.

  • After a safety is scored, the team that is awarded two points will automatically gain possession at their own 14-yard line. (No punt will take place)

  • The forfeit score is 28-6.  If the winning team did not forfeit, the score shall stand as it is at the time of the forfeit.

  • No-show score is 42-0.

Punts
  • Prior to making the ball ready for play on fourth down, the referee must ask the offensive captain if they want to punt. The referee must communicate this decision to all offensive and defensive players. The offensive captain may declare a punt on any down. After a punt has been declared, the ball must be punted. The following exceptions will apply to the rule:

A. If a time-out is called by either team.

B. The half ends.

C. A foul occurs any time prior to or during this down

  • The kicking team must have at least one player on the line of scrimmage until the punt is made.

  • Neither the kicking team nor the receiving team may advance beyond their respective scrimmage lines until the ball is punted.

  • After receiving the snap, the kicker must punt the ball immediately in a continuous motion.

  • The defensive team may not build a pyramid or support each other in any manner in order to block or attempt to block a kick.

  • If a punted ball crosses the goal line it shall become dead and not be able to be returned. The play will result in a touchback and the ball will then be placed at the 14-yard line for the series to begin.

Definition of Playing Terms
  • When the flag belt buckle is clearly "broken" from the ball carrier, the down shall end and the ball is declared dead. A player may dive to remove a flag belt as long as no illegal contact is made with the opposing team.

  • The position of the ball when a player is de-flagged determines the spot of the next line of scrimmage.

  • A defensive player may not hold, push, or knock down the ball carrier in an attempt to remove the flag, nor shall an offensive player hold, block, hurdle, or run through a defensive player trying to remove the flag belt.

  • When a runner loses his/her flag belt, either accidentally or inadvertently, play continues. The de-flagging reverts to a one-hand tag of the runner between the knees and shoulders.

Ball in Play, Dead Ball, Out-Of-Bounds

  • The ball is declared dead when the ball touches the ground: A) on a fumble B) on a lateral C) on a pass or D) after touching a player on a punt.

  • The sideline and end lines are considered out of bounds. (Only one foot needs to touch in bounds in order for a pass to be complete).

  • It is illegal participation if, prior to a change of possession, an offensive player goes out-of-bounds and returns during the down, unless blocked out-of-bounds by an opponent. If a player is blocked out-of-bounds by an opponent and returns during the down, he/she shall return at the first opportunity. During the down, no player shall intentionally go out-of-bounds and return.

Snapping, Handling, and Passing the Ball
  • The ball may be snapped between the legs or to the side of the snapper.

  • The player who receives the snap must be at least two yards behind the offensive scrimmage line. Direct snaps (QB under center) are always illegal.

  • It is defensive pass interference if an eligible receiver is de-flagged prior to touching the ball on a forward pass attempt.

  • During the interval between downs, when two or more consecutive encroachments are committed by the same team, the penalty will be 10 yards for the second encroachment foul.

  • The offensive team must have a minimum of one player on the line of scrimmage

  • All players are eligible for a forward pass. The passer may pass from anywhere behind the line of scrimmage.

  • The passer shall not intentionally ground the ball in order to avoid a sack.  Penalty: 5 yards and loss of down.

Players' Conduct
  • It is illegal to steal or attempt to steal (strip) the ball from a player in possession. The object of the game is to deflag a ball carrier, not to steal the ball.  Penalty: 10 yards from the end of the run

  • Defensive players must make a definite effort to avoid charging into a passer after it is clear that the ball has thrown and may not make contact with the throwing arm. Penalty: 10 yards and automatic first down, added on the end of the play (if positive yards have been gained), if not, 10 yards from the previous spot and automatic first down.

  • Ball carriers shall not guard their flags by blocking, with arms, hands or ball, the opportunity for an opponent to pull or remove the flag belt. Penalty: 10 yards from the spot of foul.

  • The defensive player shall not (intentionally or accidentally) hold, grasp, or obstruct forward progress of a ball carrier when in the act of removing the flag belt. Penalty: 10 yards from spot.

  • Intentionally pulling or removing a flag belt from an offensive player without the ball by a defensive player is illegal. Penalty: 10 yards from spot.

  • The offensive screen block shall take place without contact. The screen blocker shall have his/her hands and arms at his/her side or behind his/her back. Any use of the arms, elbows, legs, or knees to initiate contact during an offensive player's screen block is illegal. A blocker may use his/her feet in order to gain position before, during and after screen blocking. Penalty: 10 yards

  • A player who screens shall not:

    • when he/she is behind a stationary opponent, take a position closer than a normal step from him or her;

    • when he/she assumes a position at the side or in front of a stationary opponent, make contact with him/her;

    • take a position so close to a moving opponent that his opponent cannot avoid contact by stopping or changing direction. The speed of the player to be screened will determine where the screener may take his/her stationary position. This position will vary and may be one to two normal steps or strides from the opponent;

    • after assuming his/her legal screening position, move to maintain it, unless he/she moves in the same direction and path of his/her opponent.

    • Penalty: 10 yards from spot

  • Teammates of a runner or passer may interfere for him/her by screen blocking, but shall not use interlocked interference by grasping or encircling one another in any manner. Penalty: 10 yards

  • Defensive players must go around the offensive player's screen block. The arms and hands may not be used to grab or push the opponent aside (the application of this rule depends entirely on the judgment of the official). A rusher may use his/her arms or hands to break a fall or retain his/her balance. Penalty: 10 yards

  • There shall be no bumping, checking, or other intentional contact between a defender and an offensive pass receiver. Both offense and defense are limited to screening an opponent.

  • If a player attempting a diving flag-removal trips the ball carrier, there is a penalty of 10 yards fat the end of the run.

  • The third unsportsmanlike foul by the same team shall result in their forfeiture of the game.

Fouls and Penalties

The following penalties will result in a loss of 5-yards:

  • Failure to Wear Required Player Equipment

  • Delay of Game (Dead Ball)

  • Illegal Substitution

  • Illegal Procedure

  • Encroachment (Dead Ball)

  • False Start (Dead Ball)

  • Illegal Snap (Dead Ball)

  • Illegal Formation

  • Illegal Motion

  • Illegal Shift

  • Illegal Advancement (Co-Rec)

  • Illegal Backward Pass (Loss of Down)

  • Illegal Forward Pass (Loss of Down if by Offensive Team)

  • Intentional Grounding (Loss of Down)

  • Illegal Male Reception: Male to Male Forward Pass Completion on a Closed Play (Loss of Down) (Co-Rec)

  • Help the Runner

The following penalties will result in a loss of 10-yards:

  • Unsportsmanlike Conduct, Illegal Player Equipment

  • Illegal kick, Quick Punt

  • Kick Catching Interference

  • Two or More Encroachment Fouls During the Interval Between Downs

  • Offensive Pass interference

  • Defensive Pass interference

  • Unsportsmanlike Conduct

  • Strip or Attempt to Strip the Ball

  • Throw Runner to the Ground

  • Hurdle any Player

  • Contact Before or After the Ball is Dead

  • Unnecessary Contact of any Nature

  • Dive or Run Into an Opponent

  • Position Upon Shoulders or Body of a Teammate

  • Roughing the Passer (Automatic 1st Down)

  • Illegal Contact

  • Interlocked Interference

  • Illegal Flag Belt Removal

  • Guarding the Flag Belt

  • Holding

  • Illegal Batting

  • Illegal kicking

  • Illegal Participation

The following penalties will carry a loss of 10 yards and an ejection:

  • Illegaly Secured Flag Belt on a Touchdown or Try (Loss of Down if by Offensive Team) (Automatic 1st Down if by Defensive Team)

  • Flagrant Unsportsmanlike Conduct

  • Intentionally Contacting an Official

  • Leaving the Team Box and Entering Field During a Fight

  • Flagrant Personal Fouls

  • Tackling the runner

  • Fighting an Opponent

  • Intentional Tampering with Flag Belt (Loss of Down if by Offensive Team) (Automatic 1st  Down if by Defensive Team)

  • Nonplayer Deflagging or Interfering With a Runner

 


 IFC Point System

  • Each eligible fraternity will get credit for their team earning points in a sport.
  • Under no circumstances will more than one (1) team earn points in the same sport.
  • Eligible fraternities are those in good standing with IFC, and not on intramural, disciplinary, or academic probation.
  • The schedule of points below will apply:
Regular season:

* Participation: 5 points

* First place in the division: 5 additional points

* Second place in the division: 3 additional points

* Third place in the division: 1 additional point

Fraternity playoffs:

* Participation: 2 points

* First place: 10 additional points

* Second place: 6 additional points

* Third and Fourth places: 4 additional points

School Playoffs:

* School Champion: 15 points

  • Fraternities are required to sign up in a fraternity division to receive any points, and must use their official fraternity name.

* The exception to this rule is if all fraternity divisions are full during the fraternity registration period. Fraternity teams must then sign up in an independent division to receive points. No points are awarded for registering for Housing or Graduate divisions will.

** The schedule of points below will apply to teams in any "one-day events" or preseason tournaments such as the Flag Football and Basketball Classics.

  • Participation (no forfeits or no-shows): 5 points
  • Advancing from pool play to bracket: 2 additional points
  • First Place: 10 additional points
  • Second Place: 5 additional points
  • Third and Fourth Places: 2 additional points

** Any team that accumulates a combination of two no-shows or forfeits will receive zero points

** Summer Semester Intramurals will not count towards a fraternities overall final standing

** The Competitive Sports Office will compile all information and will have it available online within one week of the completion of each intramural phase.

*** The Intramural/IFC Points System begins Spring Phase 1 and ends Fall Phase 2.


Indoor Soccer

GTIM general and specific rules apply in addition to the sport rules.  Italic Rules apply only to Co-Rec games.

The players
  • A team will be played with no more than 5 players, including the goalkeeper. Each team must start with no less than four (4) players.
  • A team with four field players must play with equal number of male and female field players.
Substitution
  • Field players do not need to inform the referee when subbing for a player on the court, so long as they wait until that player is off the court and they do not interfere with gameplay.
  • Goalies may only be substituted for during a dead ball.
  • There is no limit to the number of substitution during a game.
  • Substitute cannot take penalty kicks. Only a player on the court during the time of the foul may take the penalty kick.
  • A team must substitute for a bleeding player.
  • The substituting player may not enter the playing area until the substituted player is at the bench area. The substituted player must leave and enter the bench area of his/her team. Any violation of this rule will result in a yellow card.
The players’ equipment
  • All players, except the goalkeeper, must wear the color assigned to the team.
  • The goalkeeper must wear color distinguished from all other field players and from the referee. A player may not wear any jewelry or any accessory.
  • Injured players are allowed to wear braces, soft casts and protective coverings if they are covered with 1/2 inch high density padding or wrapped with a similar material with the same minimum thickness.
  • The referee shall not allow a player to wear anything which he/she deems dangerous (i.e. hard casts and splints or anything the Supervisor deems as unyielding material).
  • Tennis shoes or indoor soccer shoes only.
The duration of the game
  • A regulation game consists of 20-minute halves.
  • There is a 5-minute halftime and 2-minute intermission before any overtime period and penalty shootout.
  • If a playoff game is tied at the end of regulation, a full 5-minute overtime period follows. If still tied at the end of the overtime period, a penalty shootout takes place, as set forth in Rule 9.
  • Except in the case of an unusual delay, as determined by the referee, the game clock counts down continuously through each half or overtime period.
The start and restart of play
  • A kickoff from the center mark starts play at the beginning of each period and after each goal. Opponents must be five yards from the player making the kickoff.
  • Immediately prior to the kickoff, all players remain in their respective defensive halves.
  • Once the referee signals the kickoff, a player of the team having the kickoff has five seconds to play the ball. The same player may not play the ball until it touches another player.
  • The referee designates the end of the field each team will defend.
  • The home team takes the opening kickoff for the first half and any overtime period, and the visiting team takes the opening kickoff for the second half.
  • The ball may move in any direction after kickoff to restart play after a goal or to begin a half. 
  • Except at the end of a half, play restarts after each goal with a kickoff by the opposing team.
  • A restart is the manner of resuming play after a goal or other stoppage.
  • Restarts take place by a kickoff, free kick, or dropped ball, as set forth elsewhere in these rules.
  • The team opposing which is responsible for the stoppage takes the restart.
  • Except for a dropped ball, the same player who takes a restart may not again make contact with the ball until touched by another player.
  • Other than for kickoffs or as provided below, restarts occur within 3 feet from the ball at the moment of stoppage.
  • A team receives a free kick after stoppages other than when a dropped ball or penalty kick is required.
  • Before the team takes the free kick, the ball must be stationary.
  • All opposing players are at least 15 feet from the spot of the free kick (or, if within 15 feet of the opponent’s goal, along the wall) until after the restart.
  • The referee whistles the restart for all free kicks taken from any circle mark and after stoppages due to an injury or other incident within the referee’s discretion.
  • In the instance of ejection, the referee whistles the restart after the ejected person has left the area visible to the field of play.
  • The spot of the free kick exceptions:
    • A free kick within a player’s defensive penalty arch may be taken from any spot therein. All opposing players remain outside the arch and at least 15 feet away until the ball is in play beyond the arch. If, after the free kick, any player touches the ball before it has left the penalty arch, the free kick is retaken.
    • When a team is awarded a free kick within its opponent’s penalty arch, the free kick takes place outside the opponent’s arch.
    • A free kick occurring after an illegal pass back to the goalkeeper is taken outside the arch.
    • If the ball touches the net above the glass wall or any part of the building above the field of play, out of the court, or the ball goes out of play after touching any bench personnel, who is inadvertently extending into the playing field, or if the ball exits the field through open door of a team bench, the free kick (i.e., kick-in) is taken by the other team on the spot no more than two yards from the wall where the ball crossed over or touched an alien object.
Method of scoring
  • A team scores a goal when the whole of the ball legally passes over the goal line, between the goalposts, and under the crossbar. A goal may be scored directly from a kickoff or restart.
  • The team scoring the greater number of goals during a game is the winner.
  • No goal is allowed if an outside agent materially alters the path of the ball on its way over the goal line. In such instance, Rule 5.5 dictates the manner of restart, except for a penalty kick, in which case it is retaken.
Fouls and other violations

A foul is assessed to a player who commits any of the following offenses in a manner that the referee considers careless, serious, reckless, or involving excessive force:

  • Kicking an opponent;
  • Tripping an opponent;
  • Jumping at an opponent;
  • Charging an opponent;
  • Striking or elbowing an opponent; and
  • Pushing an opponent.

Red Card Enforcement: For any penalty resulting in an ejection, the team whose player was sent off has to play a man down for the full 5 minutes of the penalty.

A foul occurs if a player commits any of the following offenses:

  • Holding an opponent;
  • Handling the ball (except by the goalkeeper within his penalty arch);
  • Playing in a dangerous manner;
  • Slide tackling;
  • Impeding the progress of an opponent (“obstruction”); and
  • Preventing the goalkeeper from releasing the ball from his hands.
  • Should a player simultaneously commit multiple fouls, the referee penalizes the most serious one.

All fouls result in a free kick unless otherwise stated herein.

The referee stops play for unsporting behavior, resulting in a free kick, and for the following offenses:

  • Attempting to enter play without the required referee consent;
  • Entering play without an ordered uniform adjustment;
  • Using the body of a teammate or any part of the field to gain an advantage;
  • Entering the protected area of an area of an opposing player taking a free kick (after initial warning);
  • Passing the ball back to a goalkeeper by trickery;
  • Directing words or actions by any player or team personnel at an official in dissent;
  • Placing two hands on the wall when in possession of the ball in order to gain an advantage; and

Other behavior which, in the referee’s discretion, does not warrant another category of penalty (e.g., taunting, foul language.)

For the following violations by a goalkeeper, the opposing team receives a free kick:

  • Bring the ball from outside of the penalty arch to his hand within it;
  • Handling the ball, having been passed deliberately and directly to him from a teammate; except that he may handle a ball which a teammate passes to him by the head, chest, or knee and without “trickery” (the use of a wall or foot to flick the ball to a head, chest, or knee before making the pass);
  • Controlling the ball with either his hands inside of his penalty arch for over 5 seconds.
  • Punting the ball.

The referee issues a team penalty for the following violations by a team or unidentified person:

  • Players leave a team bench to join a fracas, melee, or confrontation with the opposition or a game official;
  • After an initial “warning” issued to the team captain, one or more players from a team bench verbally abuse the referee.
  • Other unsporting behavior, which, in the referee’s discretion, does not warrant another category of penalty.

The referee allows play to continue, notwithstanding the commission of an offense, when the team against which it has been committed will benefit from an existing offensive advantage. In the case of a carded offense, the card is given after the offending team gains control of the ball or the ball is dead.

The referee issues cards as necessary for:

Flagrant Fouls: A penalty kick is awarded for the following Fouls committed by a defender in his or her defensive half of the field:

  • A Foul within the Penalty Arch or Goal for which he receives a Time Penalty;
  • A Foul from behind against an attacking player, having control of the ball and one or no defensive players between himself and the Goal; and
  • Any Foul where he or she is the last player on the team between the attacking player with the ball and the Goal

Blue Card Offenses: Unless otherwise provided below, the Referee issues a Blue Card for serious/flagrant Fouls and for:

  • Deliberate Handball or Handball by a Goalkeeper;
  • Goalkeeper Endangerment;
  • Boarding (offending player violently pushes an opposing player into the wall of the arena);
  • Unsporting Behavior by a player; and
  • Team Violations

Cautionable Offenses: The Referee issues a Yellow Card for reckless Fouls and offenses described directly above, and for the following:

  • Second Blue Card;
  • Unsporting Behavior by any non-player personnel;
  • Provoking Altercation: Making physical contact with an opponent (e.g., pushing or poking), short of fighting, or using the ball in so doing

Ejectionable Offenses: A person receives a Red Card for Fouls and offenses described directly above, which the Referee considers violent or use of excessive force, and for:

  • Third-Time Penalty;
  • Elbowing: Intentionally elbowing an opponent above the shoulder;
  • Vicious Slide Tackling: A tackle from the side or from behind directly into one or both legs of an opponent, seriously endangering him;
  • Fighting;
  • Leaving Team Bench or Penalty Area to engage in a fracas or confrontation with the opposition or a Game Official;
  • Extreme Unsporting Behavior: Committing particularly despicable behavior, including:
    • Spitting at an opponent or any other person;
    • Persistent use of extremely abusive language or behavior toward a Game Official;
    • Bodily contact with a Game Official in dissent.

Timed Penalty: The following penalties apply to offenses for which a Card is issued (subject to further action by the Administrative Authority):

  • Blue Card: Two minutes (i.e, in the Penalty Area) for the first offense;
  • Yellow Card: 4-minutes for either a second Blue card or for a straight Yellow. Four minutes will also be served for either a third Blue card or a Yellow-and-Blue card accumulation;
  • Red Card: Five minutes for either a second Yellow card or a straight Red card, plus ejection.

The person who commits a carded offense serves the penalty. Players serving Time Penalties serve their Time Penalties, seated, until their expiration and the Referee permits their release.

Penalty time will begin when the player is seated in the penalty box and play has restarted.

Short-Handed Play: For each Time Penalty being served by a player, his team plays with one fewer field player until its expiration; provided that a team may not have fewer than the minimum required, regardless of the number serving Time Penalties. If a team is playing with minimum players (4) and a teammate gets a Time Penalty, he will remain on the field until one of the previous teammates Time Penalty service is done. When this player rejoins play, the player who got the current Time Penalty will serve his time.

Exceptions: Under the following circumstances, Timed Penalties either expire prior to their completed countdown, or have the beginning of their countdowns delayed:

  • Powerplay Goal : If a team is scored upon having fewer players on the field of play, due to one or more players serving Time Penalties, a player from the team is released from the team's bench into the field of play. While no longer a powerplay, the players serving timed penalties will still remain in the penalty box until their timed penalty expires, except when the Maximum Time Penalty. Exception (d) applies.
  • Multiple Penalties : If two teammates are serving Time Penalties when another teammate is penalized, his Time Penalty does not begin to count down until at least one of the teammates' Time Penalties has expired and his Time Penalty is next to begin.
  • Simultaneous Ejections : When two simultaneous Red Cards carrying the same Timed Penalties are assessed to opposing players, their Time Penalties are not served.
  • Maximum Time Penalty : No player may receive more than five minutes for penalties arising at the same time on the Game Clock, irrespective of the number or nature of accumulated offenses or the fact that one or more teammates may be designated to serve such time.
  • End of Game : All Time Penalties carry over between periods and expire at the end of the game.

Delayed Penalty: In instances where the Referee would issue a Blue Card or a Yellow Card, but for the Advantage Rule, he acknowledges the offense by holding the Card above his head until the earlier to occur of the following:

  • Opponent's Possession : The team of the offending player gains control of the ball;
  • Stoppage : The Referee stops play for any reason.

Once play is stopped, the offense is recorded and assessed, as customary. In the event of a powerplay goal, the Timed Penalty is not served and the provisions above regarding early release from the Penalty Area remain applicable.

Penalty Kick

A penalty kick is awarded the attacking team when a player with the ball or a player in the process of receiving a pass from his teammates is suffered a foul stated in Rule 7.1 and Rule 7.2 within the other team penalty arch or a defending player handle the ball deliberately within his team penalty arch.

  • The ball is placed at the free kick mark nearer the attacking goal (top of the arch);
  • All players of the attacking team stand behind the halfway line and outside the center circle. Players of the defending team stand behind the halfway line and inside of the center circle.
  • The goalkeeper has at least one foot on his goal line and may not move off until the referee whistles the penalty kick to begin and the ball is in play (i.e. played forward using any legal manner by the penalty kick taker.)
  • Once the referee whistles the penalty kick to begin, the player taking the penalty kick has five seconds to strike the ball, restarting the play;
  • The player taking the penalty kick may not touch the ball again until another player has touched it.
Tiebreaker Shootout

Tiebreaker Shootouts consists of five different shooters and a goalkeeper. The goalkeeper, who ended the game, must serve as the goalkeeper during the shootout. The goalkeeper can act as one of the shooters. This is a “best of five” format. Whichever team scores more goals with the allotted slots is the winner.

  • The visiting team shoots first.
  • The ball is placed on the center of the half-court circle, and the goalkeeper must have both feet on the goal line.
  • Once the shooter attacks the goal, the goalkeeper can come off the goal line. The shooter has six seconds to score a goal.
  • Rebounds are allowed.
  • Should the goalkeeper commit a foul, the shooter will be granted a second attempt at the shootout. Should the goalkeeper commit a second foul, the shooter will be awarded the goal.
  • If both teams are tied in goals after the shootout, a “sudden death” shootout occurs.
  • Each team will be given one opportunity to score a goal, switching different shooters each time. This procedure will continue until one team misses their shootout.
  • If all eligible players participated, the previous shooters (in the same order) will be given another attempt.
  • Same rules apply for Coed Tiebreaker Shootouts with the addition of the shooting order. The shooting order is: M, F, M, F, M.
Additional Georgia Tech Intramural Rules:
  • All players must sign in with his/her Buzz Card
  • All eligible players must sign the roster prior to playing; maximum of 15 on a roster
  • The Mercy Rule applies when:
    • A team leads by 10 goals with six minutes remaining in the game.
    • A team leads by five goals with three minutes remaining in the game.
  • If a player receives one red card during a game or the equivalent of a red card during the season, he/she must set an appointment with the Intramural Coordinator to regain his/her eligibility.
  • If a player receives two red cards, he/she will be disqualified for the remainder of the season and must set an appointment with the Intramural Coordinator to regain all Intramural eligibility.
  • If a player has accumulated three yellow cards, they will also be suspended and must meet with the Intramural Coordinator to regain their eligibility. The exception to the cumulative yellow cards rule shall be non-sportsmanship-related offenses such as wearing jewelry. Final decisions concerning sportsmanship issues shall be made on site by the game officials and Intramural Supervisor.
  • The forfeit score is 9-3. 
  • The no show score is 15-0.   

Note: Should any situation not covered in this document, it shall go accordance with the official rule book of United States Indoor Soccer Association, Copyright 2004 , interpreted by the game official and supervisor.


Kickball

GTIM general and specific rules apply in addition to the sport rules.  Current USSSA Softball rules will govern kickball with the following emphases and modifications.

  • Kickballs will be provided by GTIM.
  • A team consists of eight players. It is played on a regulation softball field.
  • A minimum of six players is required to start and continue a game (max of 20 per roster).
  • All games will be limited to seven innings or fifty-five minutes – no innings start after 55 minutes. Make sure to request the game starting time.
  • There will be a 20-run mercy rule after three innings; 15-run mercy rule after four complete innings and a 10-run mercy rule after five complete innings (flip flop rule applies when applicable).
  • The forfeit score is 9-1.
  • The no show score is 15-0.
  • There will be no feet-first sliding allowed. Anyone who slides feet first is automatically ejected. Any head-first slide with an intent to injure will also result in an ejection.
  • The batter/runner is out in situations similar to softball (force-outs, pop-outs, etc). In addition, he/she is out when hit by a thrown ball below the shoulders.
  • All bases that slide away from the spot are still considered to be on the spot. If a runner was safe and the base slides away, the runner cannot be tagged out. If a runner approaches a base that has been moved due to a previous play, that runner does not need to go out of his/her way to find the base. Runners only need to go into the area where the base would have been. This is a judgment call and cannot be appealed .
  • The ball is put in play when the pitcher (a player on the defensive team) rolls the ball toward home plate and the batter attempts to kick it. The batter must wait for the ball to be within three feet of home plate before kicking it. If the batter does not like the pitch, he/she should not attempt to kick it; another pitch will be thrown.
Pitchers & Hitters
  • The pitcher must release the ball BEHIND the "pitcher's mound" and within two feet on either side of it (mirroring the two feet on each side of the home plate strike zone).
  • The pitchers CANNOT sidearm or overhand roll the ball when delivering the ball to the batter.
  • The pitchers MUST roll the ball within a 5 foot wide "Roller's Path" that starts from the pitcher's mound and extends to home plate with the path being 5 foot wide and in-line with the strike zone cones on each side of home plate. If a ball starts rolling or bouncing outside that path and then spins inward across home plate and less than 6 inches, the roll is still a ball
  • Un-kicked balls will result in either a ball or a strike call.
  • Any roll which results in the ball being outside the strike zone is considered a ball. Rolls which hit one of the strike zone cones are considered a ball.
  • Any roll which is more than 6 inches off the ground when it crosses the plate is considered a ball.
  • All other rolls are considered strikes (i.e. the ball rolls within the strike zone cones and is below 6 inches).
  • Batters get two balls and one strike. On the third ball, a base on balls will be awarded; on a second strike, a strikeout will be recorded.
  • A batter is allowed one foul ball, so long as they do not have a strike.  With one strike, a foul ball is considered an out.
  • A runner who leaves the base before the pitch is kicked is out and the ball is declared dead. There is no leading off or stealing allowed.
  • In order to prevent injury and protect the defensive player, runners are prohibited from crashing into the defensive player in an attempt to jar the ball free. Anyone attempting this will be ejected from the game.
  • Tennis shoes, turfs, or cleats must be worn by all players.
  • Defensive teams may align themselves anyway they would like; however, there must be a catcher and a pitcher.
  • All players are eligible to hit/kick. Players do not have to play in the field to hit/kick. Once a player leaves the batting order, he/she cannot re-enter the game.
  • Bunting is not permissible in kickball, and will result in an automatic dead-ball out. A full kick is required by all batters.
  • Teams with less than six players may begin the game as the visiting team. If the third out is recorded or the open batter's spot come to bat prior to the team's sixth player being checked in, the game will be a forfeit.
  • Having less than a full line up of players results in an out or more in the batting order in place of an absentee player. 

Racquetball

GTIM general and specific rules apply in addition to sports rules.  USA Racquetball will govern play

  • A team consists of four players. You may have a maximum of ten players on your roster.
  • Two players will play doubles and two will play singles. The teams will designate the singles players as #1 and #2 singles. Then they will play #1 singles versus #1 from the other team, and #2 versus #2.
  • In singles' matches, substitutions are not permitted.
  • During doubles' matches, substitutions are not permitted once a game has begun.  Players may substitute for another player only upon the completion of a game.  Players are not permitted to play in both singles and doubles' matches on the same night.
  • A team must have at least three players or a forfeit will be called. If less than four players, teams automatically lose a singles match. If both opponents have only three players, teams will play the singles match, doubles match, and if necessary the doubles teams will play an additional game to 10 for the tie-breaker (rally scoring).
  • There are three points per night available to win; one point for each singles match and one point for the doubles match. The team that wins at least two out of three wins the "game".
  • Start a singles match and the doubles match at the beginning of the hour. The other singles match begins at the end of one of the other matches. 
  • Game times and dates cannot be changed due to the scheduling of the courts.
  • A match will consist of the best two of three games. The first two games are played to 15 points, with only the serving team being able to score a point. If a third game is needed, it will be played to 11 points, with rally scoring. Games may be won by only one point.
  • Teams will supply their own balls and racquets. These may be checked out at the Main Issue.
  • Teams will referee their own games. Gentleman's rules apply. If a decision cannot be mutually agreed upon, play the point over as if the incident did not occur.
  • No black-soled shoes are allowed on the courts.
  • Eye guards are required for play and will be strictly enforced.
  • The forfeit score is 2-1.
  • The no show score is 3-0

Sand Volleyball

GTIM general and specific rules apply in addition to the sport rules. Georgia Tech Intramural sand volleyball matches are governed by USAV Outdoor rules with the few exceptions/clarifications as listed below. Please visit USAV Volleyball Rules for the online versions of the rules.

  • Teams are comprised of four players and may have up to 10 on the roster.
  • A team must have at least two players to start the match, otherwise it is a forfeit loss.
  • Co-Rec teams must start and finish with a minimum of one female and a maximum of two males. If the ball is hit by more than one person on any team a female has to be one of the hitters. Males and females must also alternate in their line-up.
  • A player's clothing must be presentable and appropriate for the competition at the discretion of the supervisor. Sneakers are not allowed on the sand.
  • Block (exception to USAV Rule 13.1.3): The block does not count as a hit.
  • Service Receive (exception to USAV Rule 13.4.2): Finger action, without double contact or a lift , is legal on serve receive. Double contact, without finger action is also legal on serve receive.
  • Let serve counts.
  • First Ball receiving (exception to USAV rule 13.4.3): Beach digs/gators are acceptable. Prolonged contact is still illegal in all cases.
  • Oversets (exception to rule 13.4.5): Finger contact is acceptable to set the ball over the net provided: the ball direction is in the 6 or 12 o'clock relation to the body of the player . Strong wind affecting the course of a ball properly set is not a fault.
  • Substitutions (exception to rule s 4.3 & 9.3): Substitutions per USAV indoor rules or by rotating in at the serve (must rotate in all players in order the entire game).
  • The posts are out of play and serve as antennas. The service zone is behind the end line and between the extension of the sidelines. It extends to two steps beyond the edge of the sand area. Players may serve the ball from any point in the service zone.
  • Kicking the ball is legal. The ball may touch any part of the body.
  • Matches will consist of two rally-scored games to 25 points, win by two (with an hour time limit). In the event of a 1-1 tie, a third game shall be played to 15 points, win by two. If a game is tied when game time expires, next point wins the game. All three games must be played within the hour time block. Championship games will have no time limit.
  • The forfeit score is 25-16 (2-0).
  • The no show score is 25-0 (2-0).

Soccer

GTIM general and specific rules apply in addition to the sport rules.

Equipment
  • A player must not use equipment or wear anything that is dangerous to herself or another player (including any kind of jewelry).
  • Shin guards are not required, but HIGHLY RECOMMENDED. If worn they need to be completely covered.
  • No caps.
  • Cleats are allowed on the new turf; cleats should be standard grass cleats and it is HIGHLY recommended they have rubber tips (i.e. no metal studs).
  • Every player should wear their team's color (as designated at Registration). Jersey's should be numbered.
  • Each goalkeeper wears colors which distinguish her from the other players and the referees.

 

Substitutions
  • A team can substitute an unlimited number of times provided: The player reports to the referee before coming on the field. Players may substitute during either team's goal kick, after a goal is scored, or their team's throw-ins. This does not include corner kicks, free kicks, or PKs.
  • Infringements/Sanctions: If a substitute enters the field of play without the referee's permission: play is stopped and the substitute is cautioned, shown the yellow card and required to leave the field of play; play is restarted with a dropped ball at the place it was located when play was stopped.
  • Changing the Goalkeeper: Any of the other players may change places with the goalkeeper, provided that: the referee is informed before the change is made and the change is made during a stoppage in the match.

 

Referees
  • Each match is controlled by a referee who has full authority to enforce the Laws of the Game in connection with the match to which she has been appointed. The Referee:
  • Enforces the Laws of the Game.
  • Acts as timekeeper and keeps a record of the match.
  • Stops, suspends or terminates the match, at her discretion, for any infringements of the Laws.
  • Stops, suspends or terminates the match because of outside interference of any kind.
  • Ensures that any player bleeding from a wound leaves the field of play. The player may only return on receiving a signal from the referee, who must be satisfied that the bleeding has stopped.
  • Allows play to continue when the team against which an offence has been committed will benefit from such an advantage and penalizes the original offence if the anticipated advantage does not ensue at that time.
  • Punishes the more serious offense when a player commits more than one offense at the same time.
  • Takes disciplinary action against players guilty of caution-able and sending-off offenses. She is not obliged to take this action immediately but must do so when the ball next goes out of play.
  • Takes action against team officials who fail to conduct themselves in a responsible manner and may at her discretion, expel them from the field of play and its immediate surroundings.

 

The Start and Restart of Play

Kick-off: A kick-off is a way of starting or restarting play:

  • At the start of the match.
  • After a goal has been scored.
  • At the start of the second half of the match.

Procedure:

  • All players are in their own half of the field.
  • The opponents of the team taking the kick-off are at least 10 yds from the ball until it is in play.
  • The referee gives a signal.
  • The ball is in play when it is kicked and moves forward.
  • The kicker does not touch the ball a second time until it has touched another player.

Dropped Ball Procedure:

  • The referee drops the ball at the place where it was located when play was stopped.
  • Play restarts when the ball touches the ground.

Infringements/Sanctions

  • The ball is dropped again: if it is touched by a player before it makes contact with the ground or if the ball leaves the field of play after it makes contact with the ground, without a player touching it.

Special Circumstances

  • A free kick awarded to the defending team inside its own goal area is taken from any point within the goal area.
  • An indirect free kick awarded to the attacking team in its opponents' goal area is taken from the goal area line parallel to the goal line at the point nearest to where the infringement occurred.
  • A dropped ball to restart the match after play has been temporarily stopped inside the goal area takes place on the goal area line parallel to the goal line at the point nearest to where the ball was located when play was stopped.

 

The Ball In and Out of Play

The ball is out of play when:

  • It has wholly crossed the goal line or boundary line whether on the ground or in the air.
  • Play has been stopped by the referee.

The ball is in play at all other times, including when:

  • It rebounds from a goalpost, crossbar or corner flagpost and remains in the field of play.
  • It rebounds from either the referee or an assistant referee when they are on the field of play.

 

Fouls and Misconduct, Kicks

A direct free kick is awarded to the opposing team if a player commits any of the following offenses in a manner considered by the referee to be careless, reckless or using excessive force:

  • Kicks or attempts to kick an opponent.
  • Trips or attempts to trip an opponent.
  • Jumps into an opponent
  • Charges an opponent.
  • Strikes or attempts to strike an opponent.
  • Pushes an opponent.
  • Tackles an opponent to gain possession of the ball, making contact with the opponent before touching the ball.
  • Holds an opponent.
  • Spits at an opponent.
  • Handles the ball deliberately

A goal can be scored directly by the kicker; does not have to touch another player.

An indirect free kick is awarded to the opposing team if a goalkeeper, inside her own penalty area, commits any of the following offenses:

  • Takes more than six seconds while controlling the ball with her hands before releasing it from his possession.
  • Touches the ball again with her hands after it has been released from her possession and has not touched any other player.
  • Touches the ball with her hands after it has been deliberately kicked to her by a teammate.
  • Touches the ball with her hands after she has received it directly from a throw-in taken by a team-mate.
  • Delays time

An indirect free kick is also awarded to the opposing team if a player, in the opinion of the referee:

  • Plays in a dangerous manner.
  • Impedes the progress of an opponent.
  • Prevents the goalkeeper from releasing the ball from his hands.
  • The indirect free kick is taken from where the offense occurs.

 

Penalty Kick
  • Awarded if any of the above offenses are committed by a player inside her own penalty area, irrespective of the position of the ball, provided it is in play.
  • A goal may be scored directly from a penalty kick.
  • Additional time is allowed for a penalty kick to be taken at the end of each half or at the end of periods of extra time.

Position of the Ball and the Players

  • The ball is placed on the penalty mark.
  • The player taking the penalty kick is properly identified.
  • The defending goalkeeper remains on his goal line, facing the kicker, between the goalposts until the ball has been kicked.
  • The players other than the kicker are located inside the field of play, outside the penalty area, behind the penalty mark, and at least 10 yards from the penalty mark.

The Referee

  • Does not signal for a penalty kick to be taken until the players have taken up position.
  • Decides when a penalty kick has been completed.

Procedure

  • The player taking the penalty kicks the ball forward.
  • S/He does not play the ball a second time until it has touched another player.The ball is in play when it is kicked and moves forward.
  • The ball is dead until touched by another player.
  • A goal may be scored once the ball is touched by another player.

 

Infringements/Sanctions

If the offense infringes the Laws of the Game:

  • The referee allows the kick to proceed.
  • If the ball enters the net without being touched by another player, a goal kick will be awarded.
  • If the ball does not enter the goal, the kick is not retaken.

If the defense infringes the Laws of the Game:

  • The referee allows the kick to proceed.
  • If the ball enters the goal, a goal is awarded.
  • If the ball does not enter the goal, the kick is retaken.

A player of both the defending team and the attacking team infringe the Laws of the Game:

  • The kick is retaken.
  • If, after the penalty kick has been taken the kicker touches the ball a second time (except with his hands) before it has touched another player, an indirect free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred * (see preface).

 

Disciplinary Sanctions

Yellow Card causes:

  • Guilty of unsporting behavior.
  • Shows dissent by word or action.
  • Persistently infringes the Laws of the Game.
  • Delays the restart of play.
  • Fails to respect the required distance when play is restarted with a corner kick or free kick.
  • Enters or re-enters the field of play without the referee's permission.
  • Deliberately leaves the field of play without the referee's permission.

Red Card causes:

  • Guilty of serious foul play.
  • Guilty of violent conduct.
  • Spits at an opponent or any other person.
  • Denies the opposing team a goal or an obvious goal-scoring opportunity by deliberately handling the ball (this does not apply to a goalkeeper within his own penalty area).
  • Denies an obvious goal-scoring opportunity to an opponent moving towards the player's goal by an offense punishable by a free kick or a penalty kick.
  • Uses offensive or insulting or abusive language and/or gestures.
  • Receives a second caution in the same match.

 

The Throw-In
  • A throw-in is a method of restarting play.
  • A goal cannot be scored directly from a throw-in.

A throw-in is awarded:

  • When the whole of the ball passes over the touch line, either on the ground or in the air.
  • From the point where it crossed the touch line.
  • Given to the opponents of the player who last touched the ball.

Procedure

  • At the moment of delivering the ball, the thrower:
    • Faces the field of play.
    • Has part of each foot either on the touch line or on the ground outside the touch line.
    • Uses both hands.
    • Delivers the ball from behind and over his head.
  • The opposing team is given a throw in if these rules are infringed.
  • The thrower may not touch the ball again until it has touched another player.
  • The ball is in play immediately it enters the field of play.

 

The Goal Kick
  • A goal kick is a method of restarting play.
  • A goal may be scored directly from a goal kick, but only against the opposing team
  • A goal kick is awarded when he whole of the ball, having last touched a player of the attacking team, passes over the goal line, either on the ground or in the air, and a goal is not scored in accordance with the Law.
  • Teammates of the player taking the goal kick must not touch the ball inside the penalty area. If this occurs, the kick is retaken

Procedure

  • The ball is kicked from any point within the goal area by a player of the defending team.
  • Opponents remain outside the penalty area until the ball is in play.
  • The kicker does not play the ball a second time until it has touched another player.
  • The ball is in play when it is kicked directly beyond the penalty area.
  • If the ball is not kicked directly into play beyond the penalty area the kick is retaken.
The Corner Kick
  • A corner kick is a method of restarting play.
  • A goal may be scored directly from a corner kick, but only against the opposing team.
  • A corner kick is awarded when the whole of the ball, having last touched a player of the defending team, passes over the goal line, either on the ground or in the air.

Procedure

  • The ball is placed inside the corner arc at the nearest corner flagpost.
  • The corner flagpost is not moved.
  • Opponents remain at least 10 yards from the ball until it is in play.
  • The ball is kicked by a player of the attacking team.
  • The ball is in play when it is kicked and moves.
  • The kicker does not play the ball a second time until it has touched another player.

Infringements/Sanctions

  • If, after the ball is in play, the kicker deliberately handles the ball before it has touched another player:
  • A direct free kick is awarded to the opposing team, the kick to be taken from the place where the infringement occurred.
  • A penalty kick is awarded if the infringement occurred inside the kicker's penalty area.
Offside Position
  • It is not an offense in itself to be in an offside position.
  • A player is in an offside position if she/he is nearer to his opponents' goal line than both the ball and the second-last opponent.
  • A player is not in an offside position if:
    • She/He is in his own half of the field of play; or
    • She/He is level with the second last opponent; or
    • She/He is level with the last two opponents

Offense

  • A player in an offside position is only penalized if, at the moment the ball touches or is played by one of his team, she/he is, in the opinion of the referee, involved in active play by:
    • Interfering with play; or
    • Interfering with an opponent; or
    • Gaining an advantage by being in that position

No Offense

  • There is no offside offense if a player receives the ball directly from:
    • A goal kick; or
    • A throw-in; or
    • A corner kick
  • Infringements/Sanctions
  • For any offside offense, the referee awards an indirect free kick to the opposing team to be taken from the place where the infringement occurred.
Georgia Tech Rule Additions
  • Slide tackling is a cautionable offense, at the discretion of the Referee.  However, if a tackle would have been illegal under NFHS rules, then a direct free kick is awarded to the opposing team.  It becomes "tripping" in this case.  "Sliding" in itself is not a violation.
  • Although this is 11-per-side soccer, teams must have seven (7) players on the field to start the game (including the goalie).
  • Maximum number on the roster is 20.
  • Co-Rec teams must have at least as many females as males on the field (not including the goalie).
  • A yellow card will be given to the team captain if team members or fans are not behind the sideline (white line).
  • If a playoff game is tied at the end of regulation, two five-minute, overtime periods will be played.  If the game is still tied after the overtime periods, penalty kicks will ensue.
  • In Co-Rec, penalty kicks must alternate between male-female.
  • The Mercy Rule is as follows: ten goals at any point in the second half or five goals anytime under two minutes left in the second half.
  • If a player receives one red card during a game, s/he must meet with the Intramural Director prior to playing again.
  • If a player receives 2 red cards, she will be disqualified for the remainder of the season and must set an appointment with the Intramural Director to regain all Intramural eligibility.
  • When a player has accumulated 3 yellow cards, they will also be suspended and must meet with the Competitive Sports Coordinator to regain their soccer eligibility.
  • Any player that receives a yellow card must be removed from play so that the offender's name can be given to the Intramural Supervisor. S/He may re-enter the game the next time his/her team may legally substitute a player.
  • For playoff determination, the following tie-breakers will apply (in order):
    • Head-to-head between the two/three teams
    • Goal differential between the two/three teams
    • Goals allowed
    • Goals scored
    • Rating score
  • The forfeit score is 3-0. 
  • The no show score is 10-0.

Softball

GTIM general and specific rules apply in addition to sports rules.  USSSA Softball Rules 1-9 & 11 will be in effect with the following exceptions/re-iterations. The supervisor on duty will make any clarifications.
The Official 2017 USSSA Rules

The Playing Field
  • All baselines will be 65 feet.
  • The pitchers distance shall be 50 feet (45 feet for women).
  • All teams will sit on 1st base side.
  • There is no wall/fence in right field, any place there is a wall/fence shall be considered center field for this rule purpose.
  • The 1st base side boundary shall be the first white line in foul territory.
  • If the ball goes into the soccer nets and does not bounce directly back out where the ball is playable, the umpire shall award three bases from the time of the pitch.

Ground Rules Field 1

  • The 3rd base side, left field and center field boundary is the fence/wall.
  • The right field boundary shall be the end of the turf.
  • There is no wall/fence in right field, any place there is a wall/fence shall be considered center field for this rule purpose.
  • The 1st base side boundary shall be the first white line in foul territory.
  • If the ball goes into the soccer nets and does not bounce directly back out where the ball is playable the umpire shall award three bases from the time of the pitch.

Ground Rules Field 3 (sometimes referred to as Field 2)

  • The 1st base, 3rd base and right field boundary is the fence.
  • The left field boundary shall be the east end lines used for flag football fields 3 & 4 and shall be marked with orange cones.
  • If the ball in flight goes over the cones it shall be a home run.
  • If the ball goes past the cones after hitting the ground the umpire shall award three bases from the time of the pitch.
  • Note: A ball that hits a players glove in fair territory and then bounces over the cones shall constitute a four-base award and is not counted as a team home run.
Equipment
  • A bat shall meet all USSSA standards and not be on the ASA non-approved bat list plus the following:
    • It shall be single piece only. This means no double wall, shell, EST, or any other technology that has more than one piece.
    • The bat may not be a composite bat. This includes the handle of the bat.
    • The bat shall bear a USSSA or ASA certification logo.
  • Bats must be approved by the umpire prior to being used. All other bats are deemed illegal.
  • The ball shall be legal if the supervisor on duty had declared that ball a game ball (only Intramural game balls will be considered legal).
  • For reference the ball used is a Dudley Thunder Elite 12" USSSA slowpitch softball, .44 COR, 400lbs comp
Definitions
  • All USSSA definitions are used; none are changed.
The Game
  • The home team will be determined by a coin toss.
  • In playoffs the home team will be the higher seed.
  • The supervisor on duty is the sole judge as to whether conditions are fit to play before and during the game.
  • No games can end in a tie.
  • Mercy rules are in effect for all leagues (See League Rules).
  • The forfeit scores are : Men 13-5, Women 8-5, and Co-Rec 11-5.

  • The no-show score is 20-0

  • Flip/Flop rule will be used for all leagues.

  • In the inning when the Run Rule for that particular program is exceeded (after the second inning) and the home team is losing, the home team will remain at bat and become the visiting team. If the new visiting team does not score enough runs to reduce the run difference below the Run Rule the game is over. If they reduce the run difference to below the Run Rule then the new home team will bat. If they subsequently score enough runs to exceed the Run Rule the game will be over; if they do not the Game will continue under that format. If the situation reverses, the teams would flip/flop again.
  • No new inning shall start 50 minutes after the first pitch.
  • If the home team is ahead after 50 minutes of playing while at bat, the game shall be called. For this rule, a new inning begins the instant the 3rd out of the previous inning was called by the umpire.
  • Intramural protest policies supersede USSSA protest policies. All protests must be made before next pitch; judgment calls cannot be protested.
  • Rule interpretation protests shall be filed with the Competitive Sports office and will be reviewed by the softball committee.
  • Eligibility protests are not taken; this is simply done automatically by the Competitive Sports office. If a player is ineligible the game will be forfeited.
  • Equipment protests shall be handled by the supervisor on duty.  If the equipment is deemed illegal it shall be barred from the rest of the game and play shall continue according to USSSA rules.
  • If an illegal bat is found, the batter shall be out and all runners shall return to bases occupied when that batter was first pitched.
  • If an illegal glove is found the penalty shall be four bases if used to catch a ball that would have otherwise been a homerun, three bases for touching a fair-batted ball, two bases for touching a thrown/pitched ball, all awards are from the time of the touch. If an illegal glove is used to catch a foul fly ball, the ball shall be considered foul and the batter assume that count.
  • If the equipment is deemed legal, the protest will be filed and reviewed by the softball committee. Supervisor on duty will take no equipment for these purposes.
The Players and Substitutes
  • Minimum number of players to start are designated by league (League Rules).
  • The team captain is responsible for handing the lineup to the supervisor on duty prior to the start of the game.  This must be done prior to the designated start time.
  • Once starters leave the game, they are considered substitutes for these purposes. They are allowed to re-enter game once and must be in same order in batting lineup when re-entering.
  • Substitutes may not re-enter once taken out.
  • All substitutions shall be announced to the supervisor on duty.
  • Any player not signed in at the start of the game shall be considered a substitute.
  • An additional hitter is allowed in all leagues (2 in co-rec).
Uniform Requirements
  • Athletic shoes that meet turf standards. No dress shoes; cleats cannot be metal-tipped.
  • Athletic shorts/pants (no jeans, khakis, or dress pants).
  • Players on teams are not required to wear same colored shirts.
  • A hat/cap is optional.
  • No jewelry. The exception is a medic alert which must be taped down at all spots except where information is located.
Pitching Rule
  • Once started, the pitcher must deliver the ball in a continuous motion, also:
  • No stopping or reversing
  • Must be delivered on first forward swing of the arm
  • Pivot foot must be in contact with pitcher's plate until the ball is released
  • At a moderate speed as judged by the umpire
  • Must arc at least 3 feet after leaving the pitcher’s hand before it passes any part of home plate.
  • Shall not rise higher than 10 feet above the ground.
  • Cannot be delivered from the glove
Batting
  • All USSSA batting rules are used; none are changed.
  • Batter shall start with a one-ball, one-strike count (or only have three balls and two strikes per time at bat).
  • A second foul on the third strike shall result in the batter being out.
  • If the batter steps across or on to the plate while the pitcher is in the pitching position the batter shall be declared out.
  • Having less than a full line up of players results in an out or more in the batting order in place of the absentee player. 
Base running
  • There shall be no feet first sliding allowed by base runners. Play shall be dead and runner shall be declared out. The play shall be treated as “interference”.
    • An individual player that slides feet-first twice will be ejected from the game after the second slide.
    • If a single team slides feet-first three times, that player will ejected (even if he/she only slid feet-first once). This also applies to any number of feet-first slides after three.
  • If there is intent to injure the runner shall be ejected from the game.
  • If the player slips in the judgment of the umpire, this is not considered a slide.
  • Head first sliding is legal. If the player slips in the judgment of the umpire, this is not considered a slide.
  • If the base moves from its intended spot, the ball shall remain live and in play. The base shall then be played as if it were in its intended spot, not where the rubber square is located.
  • If a player slides past a bag and grabs it, the player is not considered on the base unless he is on the spot where the bag was intended to be.
  • All calls resulting from these plays are judgment calls and cannot be appealed.
Ball in Play and Ball Dead
  • All USSSA ball-in-play and ball dead rules are used; none are changed.
  • Ball is dead immediately:
    • After each pitch ball and strike not batted. If a pitched ball hits ground in front of plate and a batter hits the ball off the bounce, the ball was dead when the pitch hit the ground and a ball shall be awarded to the batter.
    • If ball goes outside playing field.
    • When a throw goes outside the playing field the umpire shall award all runners 2 bases from the time of the throw (a base is not attained until a runner has reach that base).
    • After ground-rules situation occurs.
    • When interference occurs by the offense. Offender is out, all runners return to last occupied base unless forced by runner behind them. If the umpire ruled interference could have prevented a double play, he/she may rule both runners out (this is a judgment call and cannot be appealed).
    • When a batter steps completely across home plate with the pitcher on the pitcher's plate.
  • If obstruction occurs on the defense, the ball is a delayed dead ball and the umpire can award bases after the play is over if he/she deemed the runner would have made such bases.
  • If obstructed, a runner is not entitled to get all the bases they can. For instance, if the runner attempts to go home and gets put out, but the umpire would have deemed they only make 3rd base, the runner shall be declared out.
Scoring
  • All USSSA scoring rules are used; none are changed.
  • The decision of a runner scoring on a timing play is in the judgment of the umpires and cannot be appealed.
  • A run cannot score if on that play the third out was a force out. If a player is forced to a base and tagged this is still considered a force out.
  • If a fly ball is caught and a player is put out before they can tag up, this is a time play (not a force) and as long as the player reached home legally before the play was put out the run would score.
Fraternity, Graduate, Housing & Independent Leagues
  • Will follow rules written for Men's Class B (Rule 28)
  • Must have nine players to start game. If this happens, an out shall be declared for 10th spot.
  • Can add 10th spot after start, but player is considered a substitute.
  • Can have an additional hitter (11th player).
  • Cannot add additional hitter once game has begun.
  • Four homeruns per game, per team. Every homerun after will be considered a single. For this rule, homeruns are considered over the fence.

  • Mercy Rule:
    • 20 runs after 3 innings.
    • 15 runs after 4 innings.
    • 10 runs after 5 innings.
Women’s League
  • Will follow rules written for Women's Class B (Rule 26).
  • Must have nine players to start game. If this happens, an out shall be declared for 10th spot.
  • Can add 10th spot after start, but player is considered a substitute.
  • Can have an additional hitter (11th player).
  • Cannot add additional hitter once game has begun.
  • Zero homeruns per game, per team. Every homerun will be considered a single.
  • Mercy Rule:
    • 20 runs after 3 innings.
    • 15 runs after 4 innings.
    • 10 runs after 5 innings.
    • A 12-inch ball will be used.
Co-Rec League
  • Will follow rules written for Mixed Teams Class B (Rule 14).
  • Must have nine players to start (five female and four male or four female and five male). With nine players, an out will be declared in the 10th spot (can add 10thspot after game begins and must be the gender with four players).
  • Batters must alternate male, female in the batting order.
  • Can have two additional hitters (one male, one female). Must use two additional hitters to follow alternating rule.
  • Cannot add additional hitters once game has begun.
  • A 12-inch ball will be used for all batters.
  • When a male batter receives a base on ball or intentional walk, he will be awarded 1st and 2nd base, with the next female batter having the option to walk or bat.
  • When on defense the following rules apply:
    • One male and one female must be in the following position parings:
      • Pitcher and Catcher
      • First Base and Second Base
      • Third Base and Shortstop
      • Left and Left-Center Outfielder
      • Right and Right-Center
  • All outfielders must remain behind a 150 foot mark until the ball is hit.
  • Four homeruns per game, per team. Every homerun after will be considered a single. For this rule, homeruns are considered over the fence.
  • One homerun hit by females, per team, per game. Every homerun after will be considered a single. For this rule, homeruns are considered over the fence.
  • Mercy Rule:
    • 20 runs after 3 innings.
    • 15 runs after 4 innings.
    • 10 runs after 5 innings.

Ultimate Frisbee

GTIM general and specific rules apply in addition to the sport rules.  Ultimate Frisbee is a fast moving, competitive, non-contact sport played by two seven-player teams. The sport has a great deal of freedom and informality implicit in the rules. Primary among these is the spirit of the game, which enables the honor system to be effective.

The object of Ultimate Frisbee is to gain points by scoring goals (1 point per goal). The disc may only be passed, and a goal is scored when a player successfully passes the disc to a teammate in the end zone which that team is attacking. The team with the most points at the end of the game is declared the winner.

Equipment
  • The official frisbee must be at a weight of 165g to 175g. A Discraft Ultraster 175g is universally accepted.
  • Individual players may wear gloves, as long as they do not endanger the safety of any other player.
  • Players must wear athletic shoes. Cleats are permitted, but may not be metal-tipped.
  • Knee braces are allowed, but any metal must be completely covered.
Playing Field
  • The main playing field for Ultimate Frisbee is 70 yards long and 40 yards wide.
  • Both end zones are 40 yards wide and 15 yards deep. Total size of the field is 40 yards by 100 yards.
  • If a pass is completed outside the lateral boundary, it is considered incomplete and the defensive team gains possession of the disc.
  • In order to be considered in-bounds, a player must land with first point of contact in bounds; the line itself is out of bounds. Should the disc land outside the lateral boundary, it is returned to play on the main playing field at the point where the disc went out-of-bounds.
  • The player throwing the frisbee in bounds must have one foot in bounds.
Officiating
  • No referee is used; the two teams play on an honor system.
  • A GTIM Supervisor will keep the time and the score, and may be called upon to settle questions regarding rules, fouls, etc.
Time
  • Games will consist of two 15-minute periods, with a 5-minute halftime between the periods.
  • The clock will run continuously except for injuries, time outs and during the last 5 minutes of the second half and during the 5-minute overtime period. During the last 5 minutes and the overtime period the clock will stop after every goal, for time outs, injuries, fouls, and when the disc goes out-of-bounds. The clock restarts when the receiving team touches the disc following a throw-off. When the disc goes out of bounds or for any foul call, the clock will stop...it will restart as soon as the disc is tapped in (i.e. the stall count begins), not when it is first thrown.
  • The clock does NOT stop for call discrepancies.
  • Each team is permitted one time-out per half and one per overtime period, each lasting one minute. Either team may call a time-out after a goal and before the ensuing throw-off. Time-outs do not carry over into the second half or into the overtime.
  • A team must be in possession of the disc in order to call a time-out during play.
  • In the event of a tie at the end of regulation time, there will be an overtime period lasting 5 minutes. The captains will flip a coin to determine which team will pull. If there is no winner at the end of this period, the tie will be broken by a sudden death overtime (first team to score wins).
Pull
  • Play begins with the pull. The captains of the two teams will flip a coin or disc to determine which team will throw or receive, or choice of goal. The teams shall alternate pulls at the beginning of each period.
  • All players must be on or behind their own goal line until the disc is released. The receiving team must stand on their goal line without changing relative position.
  • A player on the goal line throws the disc toward the other team. As soon as the disc is released, all players may cross the goal line. No player on the throwing team may touch the disc in the air before a member of the receiving team touches it.
  • The receiving team may catch the disc. If a member of the receiving team successfully catches the throw-off, that player has possession at that point. If the receiving team touches the disc and fails to catch it, the team which threw off gains possession of the disc where it is stopped. If the disc is allowed to fall untouched to the ground, the receiving team has possession where it is stopped.
  • The disc must land within the boundaries of the playing field on the pull. If it does not, the receiving team has the option to take the disc where it went out-of-bounds or to have the disc re-thrown.
  • Each time a goal is scored, the teams switch direction of their attack, and the team that scored pulls on the signal of the receiving team.
  • On the pull there is no "break" out of the back. If it goes out of the back of the endzone on a pull, the receiving team may bring it to the goal-line.
  • If a pull lands in the endzone or is caught, the receiving team MUST play the disc from where it is (not allowed to bring it out to the goal-line if caught or lands in end-zone).
The Play
  • The team that has possession of the disc must attempt to move the disc into position so that they may score a goal. A player may propel the disc any way he/she wishes. The disc may never be handed from player to player. In order for the disc to go from one player to another, it must at sometime be in the air.
  • No player may walk, run, or take steps while in possession of the disc. The momentum of the receiver, however, must be taken into consideration. Should a player take steps obviously not required to stop, play stops and he/she returns to the point where he/she gained possession and play resumes when both teams are ready.
  • The player in possession may pivot on one foot, as in basketball. The thrower may not change his/her pivot foot.
  • Only one player may guard the person in possession of the disc. The disc may not be wrenched from the grasp of an opposing player or knocked from his or her hand.
  • The defensive team gains possession whenever the offensive team's pass is incomplete, intercepted, knocked down or goes out of bounds. A rolling or sliding disc may be stopped by any player, but may not be advanced in any direction. After the disc is stopped, no defensive player may touch it. Possession is gained at the point where the disc is stopped. Any member of the team gaining possession of the disc may throw it.
  • A player may catch his/her own throw if another player during its flight has touched the disc. Bobbling to gain control is permitted, but tipping to oneself is not allowed.
Endzones
  • Any time a team gains possession in the endzone which they are defending, the player may choose to resume play where the disc is stopped or at the goal line. A player may carry the disc up to the goal line provided that he/she approaches it perpendicularly.
  • The player may not pass the disc as he/she approaches the goal line.
  • If a team gains possession in the endzone which it is attacking, the disc is carried perpendicularly to the goal line and play resumes immediately from the goal line.
  • There are no "safeties".
Fouls
  • A throwing foul is called only by the player fouled. It is defined as any physical contact between offensive and defensive player sufficient to deter the flight of the disc. Contact occurring during the follow-through is not sufficient grounds for a foul.
  • If the pass is completed, the foul is automatically declined, and play proceeds without stopping.
  • A foul is also called when any physical contact occurs as a result of the offensive or defensive players playing the man instead of the disc. This includes pushing, grabbing, clipping, holding, kicking, sub-marining, etc.
  • The player who is fouled calls "foul", play stops and the player gains possession at the point of the infraction. Play continues when both teams are ready. Should a foul occur in the endzone, possession is regained at the goal line.
  • A stalling violation occurs when the player guarding the thrower calls out "stalling" and counts aloud 10 seconds. If the disc has not been released at the end of the count (or at the first utterance of the word "ten") it is turned over to the defense at that point.
Scoring
  • A goal is scored when an offensive player receives a pass from a teammate and has two feet past the goal line with at least one foot legally touching inside the endzone area without touching any out of bounds area. Again, "First Point of Contact" must be in bounds.
  • A player in possession may not score by running into the endzone.
  • The team that scores receives one point.
  • MERCY RULE: The game shall end if one team is ahead by 10 goals or more at halftime or any time thereafter.
  • The forfeit score is 9-3. 
  • The no-show score is 18-0.
Substitution
  • Substitutions can be made only: after a goal and before the ensuing throw-off; to replace an injured player; and after periods of play.
  • When substituting for an injured player, the opposing team may also sub for one player. The injured player may return when the next substitution is allowed (between scores or to start either half).
  • Substitutions cannot be made during a timeout.
  • A maximum of 20 players is allowed on the roster.
Clarifying Statements
  • There are no scrimmage lines or offsides in Ultimate Frisbee. The disc can be passed in any direction - forward, to the side, or backwards.
  • The term "when both teams are ready", implies that the defender will hold the disc until the defensive team is ready, and then hand the disc to the thrower-the clock restarts.
  • It should be common practice that the offensive team remains stationary until the disc is given to the thrower.
Forfeits
  • A team must have a minimum of five (5) players on the field and ready to play at the scheduled starting time or the game will be forfeited.

 


Volleyball

GTIM general and specific rules apply in addition to the sport rules.  All rules not specified will be governed by the National Federation of State High School Associations (NFHS)

Playing area
  • The walls, basketball goals, and court dividers are out of play.
  • A player cannot enter an adjacent court to play the ball .
  • The ball can hit the ceiling and light fixtures as long as the ball remains on the side of the hitting team. If a team hits a ball which then hits the ceiling or lights and crosses into the opponents court, a side out and/or point will be awarded to the opposing team.
Rights and duties of players and teams
  • The floor captain is the only player who may address the referee and shall be the team's spokesperson.
  • The captain may make requests for time-outs when the ball is dead.
  • Each team is allowed a total of two 1-minute time outs per game.

The following mis-conducts are subject to sanction (red/yellow card):

  • Addressing the officials concerning their decisions or committing actions to influence their decisions.
  • Making profane or vulgar remarks to officials, opponents, or spectators.
  • Shouting, yelling, or crossing the vertical plane of the net in an attempt to distract an opponent who is playing or attempting to play the ball.

Offenses by players or other team members may result in warning, expulsion, or disqualification:

  • Warning: A minor unsporting offense results in a yellow card.
  • Expulsion: Extremely offensive conduct results in the red and yellow cards held together, expulsion from the remainder of the game. Expelled players must leave the gym until the start of the next game.
  • Disqualification: A second expulsion during a match or any attempted/actual physical aggression towards others will result in the red and yellow cards held apart, disqualification for the remainder of the match. Disqualified players must leave the gym for the rest of the night and meet with the Competitive Sports Coordinator prior to participating in another contest.

An improper request that does not affect play shall be rejected (whistled) without sanction. Any additional improper requests during the game will be sanctioned as a team delay. Examples are:

  • Requesting a time-out or substitution after the referee's whistle for service.
  • A request for time-out or substitution by other than the team captain.
  • Request for an excess time-out.

A team delay is sanctioned with a warning (yellow card) on the first occasion and a penalty (red card - point or side out) on any further occasions during the same game, for any reason. Team delays include:

  • A second improper request during the same game.
  • Delay in completing a substitution.
  • Delay in returning to play after a time-out.
  • Delay in moving to positions after completion of a rally.
  • Action by a player which creates unnecessary delay in the start of play.
  • A player on the court wearing jewelry.
The teams
  • Jewelry is not allowed, for safety reasons.
  • Medical or religious medals must be removed from chains or taped/sewn under the uniform.
  • Hair barrettes are permitted to secure hair.
  • Sweatbands or bandanas worn as sweatbands are permitted; however, hats and other bandanas are not permitted.
  • A guard, cast, or brace made of hard and unyielding leather, plastic, or pliable plastic, metal or any other hard substance, even though covered with foam padding, is not permitted on the finger, hand, wrist, forearm, or elbow.
  • Supports are permitted on other parts of the body as long as they are soft and yielding or all exposed metal and other hard parts are padded with at least 1/2" of foam rubber (or 1/4" closed cell, slow recovery foam rubber).
Team composition
  • Before the start of the match, all participants must record their names and student numbers on the scorecard.
  • Teams must be prepared to start a match at the scheduled match time or risk forfeit.
  • A team shall consist of six players and have a minimum of four players to start. A total of 15 may be on the roster.
  • If only four players are available, the person in the serving position is considered the only person in the back row.
  • A team may not have more than two (2) members of the Volleyball Club on their roster.
  • Less than a full line up of players constitutes a lost point on that absentee player's service return. 
Substitutions
  • Player substitution may be made when the ball is dead, upon making the request to the referee.
  • A team is allowed an unlimited number of subs on a player-for-player basis, as long as the starter and the substitute replace each other in the same locations during the game.
  • When using an open substitution, as each player reaches a certain position, he/she is replaced by a waiting teammate (this is usually done at the serving position).
Team area, duration of matches, and interruptions of play
  • All matches shall consist of the best 2 of 3 games.
  • A coin toss will determine who serves the first game of the match. The team captains will call the toss.
  • The winner will choose: 1) first serve; 2) to receive the first serve; or 3) the choice of the court for the first game.
  • The loser may choose from the other options.
  • A new coin toss is performed before the third game, if necessary.
  • Teams will switch sides between the first and second games.
  • Any act, in the judgment of the referee, unnecessarily delays the match may be sanctioned
Commencement of play and service
  • The server shall have five seconds after the referee's "ready to serve" whistle in which to contact the ball for service. If, after releasing or throwing the ball for service, the server allows the ball to fall to the floor without touching it, the service effort shall be cancelled and a reserve directed.
  • The sever shall serve from within the serving area and shall not touch the end line at the instant the ball is contacted for the serve.
  • There may be more than one reserve during any term of service, but not consecutively, nor to purposely delay play.
  • A served ball contacting and crossing the net shall remain in play provided contact is entirely within the net antennas. It is considered a service fault and becomes dead when the ball passes under the net, is hit by one of the servers teammates, hits the floor on the servers side, touches the ceiling or any other obstruction. A service fault will result in a sideout and a point for the opposing team.
  • The team not serving first in the game shall serve first in the second game.
  • The team that receives the ball first in a game shall rotate once before serving.
  • The players of the serving team must not screen their opponents from the server or the trajectory of the ball. Screening occurs when the serve passes over the player standing at the net with his/her hands over his/her head, or when the ball passes over two or more players standing at the net in close proximity to each other (3 feet).
  • At the time that the ball is contacted for service, the placement of the players on the court must be in the proper service order (the server is exempt).
  • The candy canes (antennas) are out.
Playing the ball
  • Each team is allowed a maximum of three successive contacts of the ball in order to return the ball to the opponent's area.
  • The ball may touch any part of the body.
  • When the ball is played, it must be contained completely within the antennas without hitting them.
  • Players may have successive contacts of the ball during blocking and during a single attempt to make the first team contact (even if the ball is blocked) provided it is one attempt to play the ball, and the ball is not held or thrown.
  • When the ball visibly comes to rest momentarily in the hands or arms of a player, it is considered as having been held. The ball must be hit in such a manner that it rebounds cleanly after contact with a player. Scooping, lifting, pushing, or allowing the ball to roll on the body shall be considered a form of holding. A ball clearly hit with one or both hands from a position below the ball is considered a good play.
  • A player is not allowed to attack the ball on the opposite side of the net. If the ball is hit above the spiker's side of the net and the follow-through causes the spiker's hand and arm to cross the net without touching an opponent or the net, it is not a fault.
  • Only the players who are in the front line at the time of service may legally accomplish blocking.
  • Any player participating in a block shall have the right to make the next contact.
  • Back-line players may not block or participate in a block, but may play the ball in any other position near and away from the block.
  • Blocking a serve is prohibited.
  • Triple blocks are prohibited.
    • Blocking the ball across the net above the opponent's court shall be legal provided that such a block is:
    • After a player of the attacking team has spiked the ball
    • In the referee's judgment, has directed the ball into his/her opponent's court;
    • After the opponents have completed their three allowable hits;
    • After the opponents have hit the ball so that, in the referee's judgment, the ball would clearly cross the net if not touched by a player, provided no member of the attacking team is in a position to make a legal play on the ball;
  • If the ball is falling near the net and no member of the attacking team could reasonably make a play on the ball.
  • A back-line player returning the ball to the opponent's side while forward of the attack line must contact the ball when at least part of the ball is below the level of the top of the net over the attacking team's area.
Play at the net
  • If a player's action causes the player to contact the net during play, whether accidentally or not, with any part of the player's body or uniform, it shall constitute a fault. Hair does not constitute of fault.
  • Contacting the opponent's playing area with any part of the ball except the feet is a fault. Touching the opponent's area with a foot or feet is not a fault providing that some part of the encroaching foot or feet remain on or above the centerline.
  • Either team may play a ball that has penetrated the vertical plane of the net
Team and player faults
  • A double fault occurs when players of opposing teams simultaneously commit faults. The referee would direct a replay.
  • If faults by opponents occur at approximately the same time, the referee shall determine which fault occurred first, and penalize that fault; if this cannot be done, a double fault shall be declared.
  • If the serving team, or a player on the serving team, commits a fault, a side-out and point shall be declared. If the receiving team, or a player on the receiving team, commits a fault, the serving team shall be awarded a point.
Scoring and results of the game
  • A non-deciding game (games 1 and 2) is won when a team reaches 25 points and has at least a two-point advantage over its opponents. There is no cap in any game.
  • All games of a match will be played under "rally scoring", awarding a point on each service.
  • When the receiving team commits a fault, the serving team scores a point.
  • When the serving team commits a fault, the receiving team scores a point.
  • The first two games will be to 25 and the deciding game (if needed) will be to 15, with a two point advantage.
  • The forfeit score is 25-16 (2-0).
  • The no show score is 25-0 (2-0).
Co-Rec rules
  • There must be an equal number of men and women on the court and there must be at least 4 players.
  • No varsity volleyball players from the same school year are eligible.
  • If a ball is hit more than one time on your side of the net, a woman must touch the ball at least once.
  • The players must alternate themselves in a male/female fashion on the court.
  • The height of the net will be set between the girls and guys height.

 


Whiffleball

GTIM general and specific rules apply in addition to sports rules.

Teams
  • Each team consists of 6 (six) players. Teams may have as many as 15 players signed in on the roster.
  • Teams must have 5 players to start. If teams are playing with fewer than six players, each missing player is recorded as an "out" when his/her turn comes up in the batting order.
  • All signed-in players must bat.  Team captain must also submit the batting order prior to the start of each game.  Players who arrive after the start of a game are placed at the end of the batting order.
Field Size
  • Games will be played indoors at the CRC on courts 5/6 & 3/4.
  • Bases will placed accordingly on each court approximately 45 feet apart from each other.
Equipment
  • All players must wear athletic shoes.
  • No gloves are permitted.
  • No equipment can be used to field - all outs must be made by hand. For example: no catching fly balls with hats or shirts.
  • Bats and balls are supplied.  Teams cannot use their own equipment.
GT Modifications: Traditional baseball rules apply except for the following:
  • Each team will pitch to themselves.
  • Every batter will have a maximum of 2 pitches. All pitches must be underhand.
  • A foul ball is the same as a swing and a miss.
  • If a hit ball strikes the pitcher (from his own team) the batter will be declared out.
  • Runners must remain on the base until the ball is hit. There is no stealing.
  • The ceiling, all overhead obstacles (steel supports), backboards, lights, and walls over fair territory are in play. A ball caught in flight off of the ceiling, overhead obstacles, backboards, and walls is an out. Any ball stuck in the ceiling is a one base hit and all runners advance one base.
  • Any ball that hits the ceiling, backboards, walls, etc. in fair territory will remain a fair ball no matter where it rebounds.A batted ball that hits the wall, backboard, or ceiling in foul territory before the ball becomes a legal fair ball (rebounds or bounces fair), will always remain a foul ball. However, any foul ball caught off of the ceiling, walls, or backboards carries the same rule as a fair ball and is considered an out if caught before it hits the ground.
  • A fair ball hit up into or over the running track barrier is considered a Home Run (this includes a ball hitting the steel girder).  A fair ball that goes through the barrier gaps of the 5th-floor running track is considered a ground-rule double. A ball hit toward center field that rolls out of the field of play (around the curtain barrier) is considered a ground-rule triple.
  • A ball batted over the running track barrier that is deemed foul, but hits the steel girder and comes back into play is not an out if caught.  Once a ball has cleared the Home Run requirements, the ball becomes dead and not catch-able.
  • Sliding is NOT permitted.
  • No bunting or chop swings; attempts are deemed an out.
  • No "pegging or burnouts" of runners.
  • The batter must swing with TWO hands on the bat. If the batter swings with one hand, the result is an out.
  • There is NO infield fly rule in whiffleball.
  • Remember, like playing in the old neighborhood, this game is for fun. Any unsportsmanlike conduct will not be tolerated.
Games
  • Seven inning games with a 55-minute time limit. No new inning can start after 55 minutes. Extra innings will be played when necessary.
  • There will be no ties.
  • The "Mercy Rule" is as follows: 15 or more runs after 5 innings, 10 runs after 6 innings.
  • The forfeit score is 15-6. 
  • The no-show score is 20-0.